"Never run away from anything. Never!" - Winston Churchill (1874-1965) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ * DOMINATION #17 * An independent production released in November 2002 _________________________
Domination technical realisation details Intro Code........................................Dane/Crest Graphics.................................Dane/Crest Exclusive Music.....................Dane/Crest Outfit Outfit code.......................Doomed/Padua Outfit graphics..................Sander/Focus Proportional font..............Sander/Focus IRQ loader...........................Hoogo/Padua (de)packer..............................MMS/Taboo Outfit design...................Sander&Doomed
Exclusive music (loading order) 'Politik & Science' - Dane/Crest 'Call of Ktulu' - DJB/[O]/BM & Agemixer 'Breakpoint' - Orcan/React 'Open your eyes' - Intensity/[O]/C0S 'Nervous Breakdown' - S.Town Boy/MSL 'Domination' - Trident/Active 'The Waves of Rythm' - Orcan/React 'Chaotic' - Gerard Hultink 'Pessimism' - Merman/Pol/Role 'Exemption' - Intensity/[O]/C0S Official Distributors Almighty God/L64/[O], Cactus/Oxyron Centrax/Samar, Variat/Excess.
The Staff Main editor................Jazzcat/Onslaught Co-editor...............Raver/Phantasy/DCS Co-editor...............................Dane/Crest Guest editors..........................Krill/Plush Twoflower/Triad Hollowman/Fairlight Merman/Pol/Role Jailbird/Booze Design MacGyver/DMAgic/Protovision Ninja/The Dreams Trident/Active Seven/Digital Excess Agemixer/Skalaria Newscopy Kickback/Onslaught/Demonix Weasel/Hitmen/Padua/Crazy Smalltown Boy/MSL Iopop/Triad
When love and skill work together, expect a masterpiece. The Domination magazine has made a comeback after another huge delay. Between real life and scene exploits I've pretty much been stretched into multiple directions. Setting some time aside, a lot of time, I once again draw up my pen and direct energies into my own personal scene project. The 17th edition is presented after months of sweat and tears. I recall all those rainy nights where I was editing
away, hunched over the old 'breadbox', my faithful floor heater positioned near my feet. Amazing amounts of SID, coffee and cigarettes to assist me in my adventures into C64 scene land. Occasionally I would also venture onto the internet and chat with sceners there, additional inspiration was gained. Comments like "When is the magazine going to be released??", "I am dying for a decent read!" and many many more queries and words of praise. People are buzzing with enthusiasm for this production to be come a reality! DOMINATION #17 - proving once more that the scene is never out of season.
This issue is packed full of C64 action. To begin with, you will notice that there is more than the normal amount of legal chapters and guest edited articles. This issue has seeked and located a plethora of opinions, reviews, tutorials and more - the demo scene now receives some extensive "spotlight" in this magazine, much in the same way the cracking scene did in Domination edition #15 (special edition on the cracking scene and game scenes). DANE/CREST has been one of the key elements in the making of this issue. Not only did he completely manufacture the intro sequence, he also is
responsible for two exclusive musics and some demo reviews! KRILL/PLUSH joins the staff for this issue, presenting the second part in his Mathematics in Assembly tutorial series (the first segment was published in Attitude issue #4) and also some demo reviews. If it is the views of other sceners' that you enjoy, then go no further than the brilliant article by TWOFLOWER/3AD entitled "A Manifesto for a Dying Scene". This chapter will hopefully open up some very sorry and sleepy sceners out there and also explain why there is noticable 'divisions' within the scene structure in 2002.
Also returning to the magazine is SEVEN/DIGITAL EXCESS, who has been somewhat of a regular contributor to this publication. In this issue he presents the thought provoking "Scene Ethics" article. Likewise with JAILBIRD/BOOZE who shares his graphical opinions in the chapter called "Views". Oh.. and please, no despair amongst you oldskool crackers out there, for your benefit (and others) you will find several chapters that should be of interest to you. KICKBACK/DEMONIX has donated the article called "The Modem Scene" where he reminisces the old times of board calling, warez, conferences and
phreaking. Along the same lines is the chapter called "The Good Old Days" by WEASEL/PADUA/HITMEN/CRAZY. For those of you who simply love C64 journalism, who love quality magazines and the scene spokesmen who lead them, Domination is proud to present the first chapter by NEWSCOPY in over 5 years! As most of you know, he was the former main editor of the once popular PROPAGANDA magazine. For some enlightenment, please read "Differentiate or Die". There is much in store for you in this edition also, but to rephrase an old saying:
'Sometimes the chase is just as good as the catch', so happy hunting 😊 -- What a delay it has been since the last issue of this magazine. There is no excuses really, just a combination of all sorts of things. My work with Onslaught and Vandalism News takes up a lot of my time, not only that I am involved in quite a few other scene projects. But I guess spending more time on a project can (in some cases) increase the overall quality of it.
Another obvious setback for me was the death of my father earlier in the year. The same thing happened to my close friend and main editor of Vandalism News, Vengeance. His father also died some years ago. More recently another (is this weird or what?) editor of an Australian magazine lost his father. Tomz/Tide from The Beergarden magazine has just returned to activities again (recently releasing issue #9 of The Beergarden). It is sadly ironic that the only 3 C64 magazines created by 3 Australians, have each lost their father within such a short amount of time. My co-editor Raver has some words...
Being away from the C64 for so long, what can I write here, just some things that is on my mind. Well, in fact I'm still around but I didn't follow what is happening in the scene for quite a while. More than half of this year I've been using computers very little -- yet moving around in space and time and meeting a lot of sceners. Though I didn't see much new C64 releases during that time, just switching the machine on for a quick demo or some music composing (which I never did on C64 before). Something I noticed this year is scenes on different platforms are getting closer and all in all it must be good.
CNCD, Dekadence and PWP going VIC20 Spaceballs releasing a demo on C64, Haujobb releasing their second C64 demo in cooperation with Dekadence (ok ok - the first one wasn't really Haujobb but still under their lable) and more I can't recall at the moment. There is a different side of this as well - ofcourse the C64 scene might lose that magical insider feeling (and gain lots of emulamers however getting to know the beauty of C64 might foce them to buy the real thing) but I'd say - it's still scene and its getting stronger this way. Also hosting all the scenes under one roof is an excellent portal Pouet (http:// /www.pouet.net) where you have a demo database everyone can add comments
on all platforms. Change of topic. I'd love to see more quality diskmags. My mate Jazzcat is really holding 90% of the diskmag market on C64 but just 2 mags ain't enough. Attitude is promising and there is also Beergarden and err.. Scene World which is sadly a really pathetic production. I don't know if there are enough dedicated readers but I really miss mags like Propaganda and Scene+, just something more for a variety and a good read.
Amiga diskmag scene is perhaps the best, while PC scene really suffers a lack in big and quality productions (especially when it's so huge!). Worth mentioning is the comeback of The World Charts by The Silents, Scoopex and Hoodlum. Besides PC and Amiga versions there is a C64 version planned as well, so go and vote --> http://www.theworldcharts.de C64 is getting stronger on the net as well. C64 Sceners DataBase, c64.ch, c64.sk are all really great places to be and communicate - databases, forums, news - you have it. While c64.org still serves as the main resource database.
Did I miss something? Yes, something I'd like to change indeed. C64 support on "modern" boards is really weak still. What I call "modern" boards are BBSes running on PC or Amiga with big disk space and lots of old and new Amiga, PC, Console, Mac, Atari, Spectrum and yes - also C64 warez. These boards are accessable through phoneline or telnet, they are quite fast and are a great place to keep updated on new releases. In many ways they are more comfortable that FTPs, offer more service and a nice outfit and atmosphere.
If you are interested in getting an account on some, don't hesitate and email me -> raver@dc-s.com Signed, Raver/Phantasy/DCS. (the guy with a C= tattoo)
DOMINATION EXCLUSIVE BONUS DISK ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ It has become a regular treat. This time round the Domination diskzine can proudly present you with two disk sides full of exclusive and unreleased C64 material. * DOWN UNDA - demo parts for the unreleased Australian coop demo. These parts were donated by a several Australian groups in 1995/96 but were never released all at once (and most of them not at all). Enjoy. * ONSLAUGHT ANTIQUES intro for Phat 2 party in Latvia. A cool intro by an unknown person in this secret crew.
* POLITICAL VIEW #2 - independent opinion from myself. A lot of feedback was received for the first note, thus the sequel was born. Read and react! * ISHMATIC EDITOR - a rare tool by Warp8/Flash Inc. It comes with some bonus pictures. * TYRANT/THERAPY PIC - this is an old picture I received several years ago to be used for the Domination magazine. Don't know if Tyrant released it elsewhere or not. * HD-PARK-SWITCH - another exclusive for Domination, this time round you can get rid of that horrible aeroplane noise. Read more about it in the self-titled chapter.
* IRC-SIM V1.2 - your very own Internet Relay Chat simulator by Ninja of The Dreams. * VANDALISM NEWS PIC - this is a IFLI picture by Questor/Albion. * PHAT2 party wares: Cracktro by Onslaught Antiques 1K Intro by Warriors Of Wasteland Cocillana by Electric/Extend (gfx) Al-Qaekeuda by Agemixer/Scallop (sid) 100% Trance by Trance/X-Stayle (sid) Phat Tech by Wisdom/Crescent (sid) Addicted to Gaming by S.Boy/MSL (sid) Life Is Chaos by TDS/Creators (sid) * SID DUZZ IT v1.8 by SHAPE!
If you wish to become a part of the staff, have some news, reactions, suggestions for improvements and general feedback. Simply contact: Jazzcat/Onslaught David Simmons PO Box 361 Launceston TAS 7250 Australia. or email: jazzcat@c64.org Don't forget the homepages also: domination.rules.org www.noquake.de/domination/start.htm
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ DOMINATION #17 dedicated to the memory of + CLEVE/CHARGED/AMORPHIS + R.I.P _________________________
NEWS "In a time of war... the task of news- writers is easy; they have nothing to do but to sell that the battle is expected, and afterwards that a battle has been fought, in which we and our friends, whether conquering or conquered, did all, and our enemies did nothing." -Samuel Johnson, English critic (1709- 1784) C64 scene news! Courtesy of Jazzcat/Onslaught and the C64 News Portal - http://c64.sk
CIVITAS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ The last news announcement from this active group came in September in the form of 'Civitas Newsletter #11'. (mailing list: blackjack@civitas64.de They announced the release of the 49th edition of their magazine PUBLICATION Their next issue is called the JUBILEE issue (number 50) which should be released very shortly. Memberstatus (01.09.2002) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ BlackJack, Brain$masher, Chico, Doc of Desire, Exile, JSL, Lordnikon, Pingo, Puterman, Raven, Richard, Rough, Sputnick, Zeitgeist. http://www.civitas64.de/
CREATORS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ This group is always buzzing with activity, I am always happy to be writing the latest news from their continuous exploits within our culture. This time round we were presented in October with a small demo called HAPPY BIRTHDAY JTR! Which was obviously done in order to celebrate the birthday of Jak The Rip of Protovision, a good friend of Mermaid's. Creators had a mini-party in October, only 3 people could make it. The photos of this meeting are now available on their website.
WORLD CHARTS is a all-time-chart covering C64, Amiga, PC and more categories. It has been organised by Hoodlum, Scoopex, The Silents and Creators. The first C64 edition has been born! World Charts #14 has recently been released containing some great music and graphics by Creators. Also the charts are a nice reflection of a huge amount of votes, making things a bit more larger-to-life than the average disk magazine can do in it's own chart chapter. Creators are currently working on the #15 issue. You can support this project by venturing to: http://www.theworldcharts.de
More recently CTR released a new music collection in November, called LACONIC, it features sonics from TDS. At the moment they are involved in quite a few projects (not only on C64, but also e.g. Vic-20), the highly awaited SPEED music collection amongst them. Also coming is their HALLOWEEN demo (slightly delayed) and some other surprises. During August they announced on their website two online competitions. "Creators diskcover compo" - where the participant has to make a 'Creators' disk cover. There is first place and 2nd place prizes.
"Creators oldskool logo compo" is the second competition organised. This one is where the participant has to donate a Creators logo in either singlecolour char mode or multicolour char mode (you can only use a maximum of 3 colours + background in multicolour). The maximum size is 320x80 (singlecol) or 160x80 (multicol) and must be saved in an executable format. To enter either of these competitions contact Mermaid: email: mermaid_ctr@yahoo.co.uk snail: Vanja Utne, C/O Beep Science AS Karenslyst Alle 16d, Box 685 Skoyen, N-0214 Oslo, Norway.
Memberstatus (source: Mermaid) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ BoO, dalezy, Duck-Hunter, ElekTrond, Kranix, Mermaid, Mr.Death, Mutant, Phase1, Pride, Rune, SLC, Slimer, Solknight, TDS, TheMegaBrain, Thomas, Zimbo. http://mermaid.c64scene.org/creators/
CREST ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ The group is currently working on their MEET CREST demo. As you can see from this production and other projects, DANE has been quite active. JEFF is working on a small music collection that will contain about three tunes or more. He will also be doing the code, graphics and design. Memberstatus ‾‾‾‾‾‾‾‾‾ Crossbow, Cyclone, Dane, Deekay, Drax, Graham, Jeff, Mermaid, Mitch, The Syndrom, Xayne. http://w3studi.informatik.uni-stuttgart .de/←toegelrd/
EXCESS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ They have been very active in the first release cracking market lately but still no word on the new issue of Nitro. ROHRSCHACH left the group to stay in Padua only. All the latest news and wares on their mailing list - stormfront@gmx.net Memberstatus ‾‾‾‾‾‾‾‾‾ Luka, Tadpole, Vague, Danzig, Variat, Red Rock, Nameless, Ghost, Stormfront Sentinel, Black Duke, Richard, RHX, Spinball, Creb, Eco, Faayd, The Pro. http://excess.iscool.net
NOSTALGIA ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ For many months the main drive behind this group has been given by the Norwegian cracker GRG (Glenn Rune Gallefoss). He has released some brilliant cracks such as Double Dragon III+9D, Dominator+9D and Salamander +4HD. But now the group has come back to full activity, with the addition of several new members. MR.ALPHA returned back to the scene and back to NOS and will once again hold the flag as organiser. Along side him ANTITRACK joined, so the scene can expect some more high quality cracks from not only GRG but Antitrack
under the Nostalgia lable. ZAPOTEK left Samar and joined them as a swapper. To make room for some additional members also there needed to be more room. MURDOCK (aka HMM) got kicked out because of lame behaviour on IRC and not accepting the Nostalgia policy. At the moment the group is now going to release their cracks NTSC-fixed, as they gained ALWYZ/UDI and R2DC/UDI as ntsc-crackers. They are currently fixing some games for 6R6. The future is indeed looking very bright for this 'oldie' cracking group.
Domination chatted with Mr.Alpha on the latest happenings within Nostalgia: Domination: What brought you back to the scene and did you miss scene town? Mr.Alpha: "The main step bringin' me back in bizz was the interest of Antitrack to support Nostalgia and the latest action inside the group, gettin' 2 NTSC fixers/ coders and GRG became hyperactive." Domination: What can we expect in the future from Nostalgia and do you think the group's standard has now improved or expanded because of the new members?
Mr.Alpha: "In the future you can expect high quality releases from Nostalgia with most compatibility possible." Memberstatus (source: Mr.Alpha) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Alwyz, Antitrack, DaNDeE, Didi, 6R6, Mr.Alpha, R2D2, Scare, TMR, Zapotek, Zyron. http://www.nostalgia.c64.org
ONSLAUGHT ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Having releases several issues of Vandalism News this year, the group is also not relenting on the other scene fronts either. They contributed to both SINGLES COLLECTION #1 and #2. STRYYKER left the group in order to be in TIDE only. He will still be helping on the SPEED and PAST & PRESENT 2 projects. The group gained some new members and also saw the return of some older one. TMM returned to the scene and will be active again on C64. He is from Germany and was in Onslaught in the early days of the crew as coder,
cracker and graphician. KICKBACK/Demonix joined the group as a NTSC fixer. He hasn't been that active yet, but hopefully he will find some inspiration again soon. INTENSITY/Cosine joined Onslaught as 2nd group as musician and editor for Vandalism News. Most would know him under his old handle - Arman. Quite recently they gained someone who is quite active in the mail scene. ALMIGHTY GOD left F4cg and joined as mail trader, editor, graphician and cover designer. He is from Spain and is already friends with his fellow country man, AMB/Onslaught/L64.
FUNGUS is coding a demo at the moment that will also feature graphics by FADE. A lot of people have been asking about the C64 DiskMag Archive. At this stage it is around 50% complete. All the files have been gathered. The website aspect is the only thing delayed. Recently Cupid/Padua/Hitmen joined into the project to help on the html'ing with Case/Padua. The site will provide the most comphrensive archive of C64 disk mags available today. It will also scan and make available online PAPER mags such as SHOCK and PIRATES. Naturally disk covers and votesheets will also be scanned and made available online.
Future projects: Back On Track - music coll. by Shapie By The Way - gfx coll. by Shapie Speed - music coll. Past & Present 2 - music coll. Nostalgic Visuality - gfx coll. Rage 2 - demo Vandalism News #40 - Ruby Edition The Ultimate Diskmag Archive - website Memberstatus ‾‾‾‾‾‾‾‾‾ Jazzcat, Vengeance, Slator, TMM, Almighty God, AMB, BA, Booker, DaFunk, Deev, DJB, GRG, Fade, Fungus, Intensity, Jolz, Kickback, Leming, Naphalm, Praiser, Scratcher, Shapie, SounDemon, Stash, TMR, Trouble, Ultimate hacker.
DEADZONE +1/215-744-5885 ONS + VN USHQ 24hrs, 7 days, 2400 bps running c*base THE BASS PLANET +609-587-4495 CHR, ONS, XEN HQ 24hrs, 7 days, 2400 bps running c*base FORBIDDEN DEPTHS - ONS NetHQ http://www.onslaughters.org GANGSTA'S PARADISE - CHR & ONS ftp ftp://c64.rulez.org/pub/c64/
ONSLAUGHT ANTIQUES ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Another of the active oldie cracking groups, OA have recently uploaded and spread some new releases. These being Rick Dangerous II+7hd and Ninja Spirit+9hd. They have also updated their version of Ghouls'n'Ghosts. Memberstatus ‾‾‾‾‾‾‾‾‾ Unknown http://www.onslaught-antiques.org
PADUA ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ To celebrate this year's Halloween (All Hallows Eve), the group released a small demo called HAUNTED. Also a 1k version of the Mega64 game by Lubber participated in the Minigame competition. Memberstatus ‾‾‾‾‾‾‾‾‾ Aggressor, Alias Medron, Anonym, Case Chaotic, Cupid, Hoogo, Leonardo, Lord Hypnos, Lubber, Sad, Unlock, Vip, Waz, Weasel. http://www.padua.org http://ftp.padua.org/pub/c64/ http://c64.cc
PEOPLE OF LIBERTY (POL) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ This group has been quite active, especially with their magazine SCENE WORLD which has been released 4 times this year (cool effort!). Lately they released a collection of graphics by JSL called ANOTHER WORLD Also they released Scene World issue #5 together with a collection called WORLD MUSIC. Memberstatus ‾‾‾‾‾‾‾‾‾ Crome, Der Fuchs, Drake, Megatron, Merman, Nafcom, Phyrne, Psychodad, Satyr, Spatz, The Overkiller, Truss, Wormaus. http://www.pol-c64.de/
RADWAR ENTERPRISES ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ The group is currently celebrating it's 17th birthday! There is not many groups that reach this age, but on the 20th of November exactly 17 years ago, several guys met in Henning, Germany and formed RADiological WARfare -> better known as Radwar. Check their special meeting they had to celebrate on their webpage. A nice group photo can be found at: http://www.radwar.com/Download/crew pic.jpg Their website has been updated with the famous TIMEX 3.0 protection and BETA SKIPP IFFL sources which were coded by Crisp and MWS in 1991.
Also available on their website is their TAPE MASTERING system that was used to create the master tapes for UBI Soft's 'Iron Lord' and Demonware's 'Gem'x'. Also the 'Small Agnus Gfx Converter' has been uploaded, which was coded by Ingmar Weigel, aka Crisp/Radwar. You can chat with Radwar members on the TK-TRSI-DANISH GOLD-RADWAR OLDSKOOL FORUM. This forum has several hundred members. http://www.totalkaos.de/cgi-bin/YaBB. cgi Domination congratulates MWS who will be having a son very soon! http://www.radwar-enterprises.de
REMEMBER ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Soon to be released is their 300th crack! Their website, Immortal Antiques, is now back online again, they have finally found a new home for their releases. The person providing the space is a guy called ICON, who joined the crew. He was a former member of groups like XL-Crackers, The Silents, ThunderCats Horizon, Sphinx and more. Memberstatus ‾‾‾‾‾‾‾‾‾ Derbyshire Ram, Fatman, Hok, Icon, Intruder, Jack Alien. http://www.remember64.de
RAIDERS OF LOST EMPIRE (ROLE) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ They recently released issue #26 of ArachnoPhobia alongside Spiders. SIDDER/MSL joined as 2nd group as a musician and AVENGER was removed from the memberlist due to no contact. Holy Moses is working on the SCENE QUIZ game. He has 50% of the 1500 questions and answers needed for the project. If you wish to help, email jtr@protovision-online.de Other projects in the making at the moment is the 27th edition of Rock 'n Role.
Memberstatus (source: Commander) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Airwolf, Bugjam, Checky, Commander, Computer Kidz, Faayd, Factor6, Faith, Franky, Glare, H-Bloxx, Holy Moses, Icegirl, Isildur, Leo, Low, Mac, MCC, Mediator, Merman, Mist, Nootka, Ochrana, Oray, Psychodad, Rude, Satyr, Shake, Sidder, Sign, Simple, Spider, Starfighter, Stirf, Swayze, TDB, The Pro, TLH, Torsoft, VIP, Woodraf, Xel, Zak, Zuber. http://www.role64.com http://www.role.c64.org
SAMAR PRODUCTIONS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ This group has been a little more silent than normal. Recently it lost CACTUS and his magazine Attitude to the German demo group Oxyron. JAMMER/MSL joined Samar as 2nd group as musician. Lately the lost some other members such as ZAPOTEK who left for Nostalgia and YOGIBEAR who left to stay in Protovision only. Memberstatus ‾‾‾‾‾‾‾‾‾ Alias Medron, Aristo, Azgar, Bzyk, Centrax, Isildur, Jammer, JSL, MacArthur, Ramos, Viper.
SKALARIA ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ The group known as SCALLOP has now changed their name into SKALARIA. JAMMIC joined the group as musician and coder whilst BRITE-LITE left. They have planned for the future a demo called STYLER which will be released later this year. Also a new demo called AQUA TOMB to be released in 2003. Possibly a music collection will come featuring music by the Skalaria musicians such as !cube, Agemixer and Roostah and also a party called 'Radiation'. At the moment they are still using the Scallop site, but a Skalaria site is in the
making. Memberstatus (source: Agemixer) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Agemixer, Wisec, Roostah, !cube, Subjik, Flex, Jammic. http://scallop.c64.org
SLASH DESIGN ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Their website has been upgraded to a new outfit. They have also uploaded a lot of their old releases including some previously unreleases SIDs by NO-XS. They released a demo on PC which is located at http://www.setpixel.com in the Lingo demo compo. The demo was meant as a tribute to the C64 and is called BREADBOX MEMMORIES. Memberstatus ‾‾‾‾‾‾‾‾‾ Axe, Axodry, Celtic, No-Xs, Poeba, Vai, Wvl. http://www.slashdesign.tk
THE DREAMS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ NINJA left his second group Tempest to concentrate on his own project. He is working on a big demo and also assisting on the Retro Replay project. Some new stuff was uploaded to their website. Including AAY64 and AAY1541. Doc Bacardi is working on a Retro Replay port of his SCPU-monitor called DreaMon. Besides this he is also making a modified version of Wizard of Wor to enable 4-player mode. Some new articles and docs shall be uploaded to their website soon. Make sure to check the article and new released by Ninja in this issue of Dom!
Memberstatus (source: Ninja) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Doc Bacardi, Hitman, Ninja, Uncle Tom, Zaphod. http://www.the-dreams.de TIDE ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ PAD64 is their newest member from Australia. They are current working on The Beergarden issue #10. Memberstatus (source: Antoman) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Antoman, Icelad, Pad64, Stryyker, Tomz.
TRIAD ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ This group has been actively releasing unreleased games to the scene and have some more on the way shortly. SAILOR decided to get active again and is once more functioning as a cracker and coder for Triad. The Triad spreadlist is open to the public. Application to: taper@triad.nu Memberstatus ‾‾‾‾‾‾‾‾‾ Jerry, King Fisher, Cash, Tao, Taper, Twoflower, Iopop, Aton, JFK, Killsquad Quorthon, Ibanez, Wiggen, Con, Sailor, Mindflow, Trick. http://www.triad.c64.org
WRATH DESIGNS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Blackdroid is arranging a monthly competition for Playstation 2 console. Wrath are working on a demo for PS2. http://www.thethirdcreation.net They recently got a new member, MICROGROOVER joined as musician (check to a liveset he did from www.wd. net). Vandalism #40 by WD&ONS is coming. Memberstatus ‾‾‾‾‾‾‾‾‾ Ed, Joe, Stash, Oxidy, Djinn, Clone, Microgroover. http://www.wrathdesigns.net
Load the next chapter for more news and party results.
Other news: * THE SID COMPO II c64.sk Music Competition 8.october- 4.november 2002 First there was the GoatTracker music competition which was very successful now there is the sequel, Sid Compo II. This time there was 30 (!) sid entries all of which were composed in a variety of different music editors such as C64 editors like JCH, SDI, DMC etc., and PC/Win type editors like Goat Tracker, CyberTracker, John Player etc.
The competition ended recently and then there was an online voting system implemented, just like in their previous compo. This system allows for anyone from the scene to vote with ease and thus, I would think, a more accurate chart. In total they received 78 votesheets. Apart from the main entries there were also some bonus tunes for the compo that did not compete, bring the total amount of tunes to around 36! On the next page is the results. -- >>
THE SID COMPO II results: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ 01. DANE/CREST 490 02. Vip/Padua/Role/WOW/CZP 465 03. DaFunk/Onslaught 452 04. Gerard Hultink 439 Yodelking/Defiers & UL-Tomten 439 05. Dr.Voice 425 06. Trance/X-Stayle 420 No-XS/Toondichters 420 07. Cadaver/CovertBitops 409 08. Jammer/MSL/Samar 395 09. Oedipus 388 10. Makt One/Fairlight 382 Sidder/MSL/Role 382 11. Aleksi Eeben/CNCD 379 12. Smalltown Boy/MSL 378 13. Luca/Fire 377 14. Dalezy/Creators/Rebels 375
15. Alih/WOW/Unreal 371 16. Mr.Death/Creators 370 17. Mermaid/Creators/Crest 368 18. Richard/TND/Civitas/PTV 362 19. St0ff/Neplasia 348 20. Waz/Padua 324 21. TDS/Creators 322 22. Hukka/Exec 317 23. Cerror/Ex-Xentax 313 24. Pontonius 306 25. Pater PI/Church64 290 26. Alias Medron/Padua/Samar 279 27. Six/DLoc 252 6 BONUS TUNES SEPERATE TO COMPO: Composed by Dane/Crest, Pater PI/C64 Smalltown Boy/MSL, Stefano Tognon and Pontonius.
NORTH PARTY 7 results 4-6 October, Bartoszyce, Poland. DEMO: 01. Biba 2/Arise 277 02. Late Ejaculation/Elysium 224 03. Fata Morgana/Oxygen64 170 04. BornInPain/Sataki 108 MUSIC: 01. Orcan/React 276 02. Praiser/Onslaught 235 03. Smalltown Boy/MSL 231 04. Wizard/Elysium 211 05. Snickers/Cosine 202 06. Longhair/Elysium 193 07. Wacek/Arise 187 08. Jammer/MSL 185 09. Shapie/Onslaught 181
10. Sidder/MSL 180 11. Bzyk/Samar 172 12. Shogoon/Elysium 166 13. CreaMD/DMAgic 159 14. VIP/Padua/Role 158 15. Heinmukk 136 16. Klax 107 17. Data 96 18. Yodelking/Defiers & UL-Tomten 88 2 SID: 01. Data ?? GRAPHICS: 01. Katon/Lepsi De 242 02. Crazy Pepe 184 03. Spider 165
REFLEXTRACKER: 01. Jammer/MSL 205 02. Shogoon/Elysium 153 03. Reiter 134 04. Data 100 4K: 01. Prezes ?? 02. Dj.Gruby ?? VHS: 01. Kalma 233 02. Autyzm 203 03. Piane Kurczak 164
* CLEVE/Charged/Amorphis died recently. The entire effort behind this edition of Domination is dedicated in his memory. Rest in peace! * The Polish group called Draco released their second warez pack called 'Draco Pack 2'. It contains 'Infected Voice' (music collection) and a sample demo called 'Kult'. * OXYRON memberstatus: Cactus, Fanta, Graham, RRR. http://www.oxyron.net http://attitude.oxyron.net Attitude #4 is reviewed in this edition!
* Coming soon is the TUM'02 party in the south of Germany between the 27th and 29th of December this year. For more details, check the official homepage at - http://www.tum-home.de * Richard of The New Dimension has released a new music demo called 'DMC V5.0 Album #$01'. You can grab it from - http://www.redizajn.sk/tnd64/download d_demos.html * The homepage of the ArachnoPhobia magazine by Spiders-Crew and Role will get a totally new outfit and design soon. http://www.arachnophobia.info
Announced by NATE/DAC on his homepage (American scener) - "Vanessa Erin Dannenberg Born 28 Feb 1974 Re-discovered 01 August 2002 I am a 28 year old transgendered individual who discovered herself once and for all in August 2002. I am what's known as pre-op transsexual, which means I believe that I was assigned the wrong body at birth, and am now taking steps to correct this problem once and for all. Do I plan on SRS (Sex Reassignment Surgery, i.e. a "sex change")?
Yes. When? I don't know, at least 2-3 years anyway, as it's very expensive and has a lot of pre-requisites. How long will the entire transition take? I don't know. Why did I do this? Because it's me. It's always been me, and I've denied it. Denial ends here and now - I accept who I am and what I am, and I'm glad about it. And now, I'm gonna correct mother nature's screwup. Part of this involves re-training my voice to get out of the male sound I was born with and sound more female.
Do I sould all that great? Not really, but I'm working on it. My C64 group won't be affected much by my transition hopefully. I'm still a C64 nut, even if I don't use it much these days. I have a lot of friends to thank for helping me with the beginning of my voyage, including everyone on irc.pinkm yst.com channel #transgender, (You can find their website at www.pinkmyst .com) and three important friends of mine on IRCnet, EFnet. You three know who you are, I won't breach your privacy by mentioning names." ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Read more on Nate's webpage - http://starbase.globalpc.net/←vanessa
* A new member has entered the C64 scene. She is from Holland and is a graphician. Sander/Focus helped her with a C64 setup! * A new demo is coming soon from the group SPACEBALLS. It will be a lot better and longer than their maiden voyage called "Outsider" at Assembly earlier this year. * There was a record amount of visitors to the DUTCH C= show.Which was held in October. A new party is being organised for December in Maarssen, Holland. For more information, check - http://commodore-gg.hobby.nl
* Merlyn joined X-Stayle and will provide graphics. The group is working on a hardware project called S.I.D. which will be an external Sidplayer controlled by a H8/ 300H Microprocessor. Memberstatus: Merlyn, Trance. http://www.x-stayle.de/ * D'ARC/TOPAZ BEERLINE had a baby son on the 4th of July, congratulations from the Domination magazine! http://sivut.koti.soon.fi/skape * Six/DLoc released a one part demo called NUMBER6. DLOC have a mega demo in the making.
* TOTAL KAOS BBS is the a cool forum made by oldskool people in TRSI, Danish Gold and Radwar. Make sure to pay it a visit and join in on some great action with many scene legends on - http://www.totalkaos.de * Wrong Way released a one file demo and rejoined STYLE. Elwix is once again back and has been spotted on both efnet and ircnet. * NECRO/CARCASS seems to be coding and composing again.
* Fungus/Onslaught is coding a new demo for Millennium. It will also contain graphics by TMR, Mermaid and Fade and musics by GH, Wisdom and GRG. * Jazzcat, Taper and Jucke plan on a new WEB BBS that will give the same feel as the good old C*Base C64 boards. Graphics are underway and they are collecting old classic graphics from people like CHAMELEON and MORRISEY. If your interested in supporting this project, particularly with programming, contact - jazzcat@c64.org
* Joachim Ljunggren, aka THE SARGE has released all of his C64 works on C64HQ.com. There is 92 pictures with comments from The Sarge himself, his history and a zip file with C64 productions he's been involved with along with his Amiga and PC work. http://www.c64hq.com * The EXON and STREETCHILDREN cooperation has ended. With both crews going their own seperate ways in September. They will release one last demo together called 'Function? None'. EXON will continue to release their Polish disk magazine called Newspaper.
* INSOMNIA by 64ever is still delayed. The coder behind this production, Raven, announced that he has recently lost his job. So he is currently preoccupied looking for new work. All that is apparently left to do on the huge demo is to finish the end part and link it with the rest of the demo. * LEVEL64 have updated their website with some cracks from the past years of the Spanish C64 scene. There are some new disk covers by Almighty God also. http://www.level-64.com
* DIGITAL TALK #57 and MAIL MADNESS #46 were released. * Kjell Nordbo's latest demo was released under the SHAPE lable recented and is called HANDICRAFT. * THE SILENTS & TRSI are working on a music disk called 'Return of oldskool music'.
Upcoming C64 events: (courtesy of c64.sk - C64 News Portal) AMIGA+RETRO COMPUTING - 07/12 http://messe.think42.com/ SWISS PIRATES REUNION - 07/12 http://www.commodore.64.ms/ STATE OF THE ART - 13/12 http://www.stateoftheart.fr.st/ COMMODORE SHOW - 21/12 http://commodore-gg.hobby.nl/ OUT OF ORDERIA 27/12 http://www.murphys-world.de/cbm/ partyevents_ooo2002.php
TUM'02 - 27/12 http://www.tum-home.de
Agemixer's 'Eastern Red' Meal ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ I experimented with something 'different' yesterday. It became so tasty that I made a recipe of what I did and threw a name... I hope the translation below is correct. Tell me what if you like 😊 Yliaho's Eastern Red -meal delicacy Incredients: - Bottle of turnip ripe oil - Blue bivalves - Bottle of red wine (Australian Urulu) - Cattle/Pig -minched meat 200g - Japanese salad (Asian garden) - Mashed tomatos flavoured with Chili - Bottle of Tabasco - Oregano or pizza spices
1. Boil the bivalves in a sauce pan for about one hour. Change the water two times. 2. Brown the minced meat with a frying pan, until the meat changes to dark brown and solidifies into snippets of 1-2 centimetres in width. 3. Boil the mashed tomatos. Add about 4-8 doses of tabasco into the soup, a proper pinch of oregano, then blend with a scoop. 4. Add the meat to the soup, and add a dose of wine if you like. Let the soup to boil, until the tomato-meat soup has turned near to solid... 😊 5. Wind the boiled bivalves in the oil, and
fry them with a pan, until the bivalves become crisp enough. There I will recommend to use some pan cover to avoid the splatters of grease. 6. Eastern Red is ready to relish with the red wine. Accompanies with the bivalves and japanese salad. Have a good appetite! Agemixer/Skalaria
THE CHARTS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Votes are collected throughout the internet and snail-mail and are compiled using the Doxx/Noice votecounter. In this edition we received 57 vote sheets which were spread by Variat/Excess, Centrax/Samar and Cactus/Oxyron. We also received 7 sheets which no handle was given. Please fill out the sheet better you guys! 😊 Due to some feedback from some readers, I will now published the known votesheet-fillers.
Alien/Obsession Arrow/Draco Aristo/Samar Azgar/Samar Antoman/Tide Almighty God/Level 64/F4cg Bladee/Samar Blemish/Tropyx BriteLite/Dekadence Brush/Elysium Centrax/Samar Coliche/LombardaSoft Commander/Role Cupid/Padua Frog'er Graham/Oxyron Intensity/Onslaught/Cosine Jackobe/Oxygen64 Jammer/MSL/Samar JSL/Protovision/Samar/Civitas
JTR/Protovision Katon/Lepsi De/Arise Klax/Draco/Oxygen64 Kyno/Tropyx Magnate/Obsession Merman/POL/Role Mr.Alpha/Nostalgia Murdock/Tropyx/Draco/NOS/Cascade Nafcom/POL/The Stock Ninja/The Dreams Pasthur/Exon/Skylight Puterman/Civitas Quasar/Centric Ramos/Samar Ray/Unreal Shake/Spiders-Crew/Role Sidder/MSL/Role Sky/Masters Design Group Slator/Onslaught Smalltown Boy/MSL
Stryyker/Tide Tadpole/Excess Taper/Triad The Overkiller/Hokuto Force Torsoft Variat/Excess Volcano/Exon Zapotek/Samar/Nostalgia Zeitgeist Thanks to all of you! The votes are compiled into the following categories: Demo Groups, Coders, Graphicians, Musicians, Cracker Groups, Crackers, Swappers, Magazines and WWW. Enjoy.
Top 10 Demo Groups: ‾‾‾‾‾‾‾‾‾‾‾‾‾ Pos: Group: Points: #1 CREST 383 #2 Oxyron 249 #3 Triad 213 #4 Booze Design 192 #5 Plush 130 #6 Padua 113 #7 Samar 90 #8 Arise 75 #9 Resource 74 #10 Wrath Designs 72
Comments: CREST are once again on top of the world demo group charts. They have certainly been the one to beat over a period of quite a few years now. Hot on their trail is TRIAD and BOOZE DESIGN, both groups having their own fans in the scene, with new releases on the way. PLUSH have a new big demo coming sometime soon, so that should push them further up the charts. Same thing happened with ARISE, after their North Party 7 demo they have arisen. Wondering when the 64EVER demo will be released. Heard that Raver did a splendid production.
Top 10 Coders: ‾‾‾‾‾‾‾‾‾ Pos: Handle/Group: Points: #1 GRAHAM/OXYRON 364 #2 Crossbow/Crest 265 #3 HCL/Booze Design 228 #4 Krill/Plush 201 #5 Hollowman/Fairlight 108 #6 Oswald/Resource 105 #7 Fenek/Arise 103 #8 Lubber/Padua 67 #9 Ed/Wrath Designs 60 #10 Puterman/Civitas 53
Comments: Strangely, unlike the demo chart, GRAHAM beats CROSSBOW. Now that RRR is active again, maybe we will see some more Oxyron productions. Fast climbers are KRILL and HCL. HOLLOWMAN is also climbing again after a small hiccup when he transferred from Triad to Fairlight. FENEK enters the chart along with PUTERMAN - the latter being one of the more active coders around these days. Waiting on the next major party to see what will happen here.
Top 10 Graphicians: ‾‾‾‾‾‾‾‾‾‾‾‾ Pos: Handle/Group: Points: #1 DEEKAY/Crest 252 #2 Mermaid/Creators/Crest 236 #3 Jailbird/Booze Design 206 #4 Valsary/Elysium 175 #5 Joe/Wrath Designs 146 #6 Electric/Extend 101 #7 Clone/Wrath Designs 84 #8 Sander/Focus 70 #9 Cupid/Padua/Hitmen 65 #10 Deev/Onslaught 62
Comments: DEEKAY still holds the throne, but for how long? MERMAID is catching up very fast with her work in many different productions aswell as her own group efforts. JAILBIRD is another that is starting to really influence this chart with his work, hopefully he will settle down in his new group and we will see some more stuff from him under the Booze banner. JOE, ELECTRIC and CLONE hold the Swedish flag high with SANDER, CUPID and DEEV rounding off the chart.
Top 10 Musicians: ‾‾‾‾‾‾‾‾‾‾‾ Pos: Handle/Group: Points: #1 JEFF/Crest/Bonzai 238 #2 Mitch&Dane/Crest 207 #3 GRG/Shape/Onslaught/BM 194 #4 Fanta/Oxyron/Plush 190 #5 Drax/Crest/VIB/MON 132 #6 Goto80/H'N'T/Oxsid Plan. 91 #7 Daf/Samar 69 #8 Intensity/Onslaught/Cosine 59 #9 Agemixer/Skalaria 55 #10 Orcan/React 54
Comments: JEFF is really taking this chart by a seige of quality. His new music demo will arrive shortly also. Not far behind is the ever menacing MITCH&DANE duo, who we should see reclaim the number one position after the Digital Magic demo (also including the efforts from DANE in this issue of Domination). GRG deserves is position, some new musics from him the production SPEED arriving soon. GOTO80, AGEMIXER and ORCAN deserve higher positions. This chart is one of the most actively voted in. The scene loves SID!
Top 10 Cracking Groups: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Pos: Group: Points: #1 REMEMBER 301 #2 Triad 177 #3 Nostalgia 142 #4 Onslaught 131 #5 Laxity 121 #6 Excess 116 #7 Onslaught Antiques 68 #8 Role 36 #9 Hokutu Force 13 #10 WOW 10
Comments: REMEMBER are ruling the roost with the fantastic amount of quality cracks from them. Just below is TRIAD who prove that you don't have to release public domain games. They keep the flow with interesting unreleased titles. NOSTALGIA are certainly one to watch for, especially with GRG's recent efforts and the recent induction of the legendary ANTITRACK. ONSLAUGHT ANTIQUES make an entrance, having released 4 high quality cracks now. Same with HOKUTU FORCE who have been doing some good things. LAXITY haven't released anything in a very long time, do they deserve no.5?
Top 10 Crackers: ‾‾‾‾‾‾‾‾‾‾‾ Pos: Handle/Group: Points: #1 JACK ALIEN/Remember 285 #2 GRG/Nostalgia/Onslaught 123 #3 HOK/Remember 63 #4 Derbyshire Ram/Remember 61 #5 Slator/Onslaught 52 #6 Didi/Laxity 50 #7 Quorthon/Triad 43 #8 BA/Onslaught 29 #9 Stormfront/Excess 24 #10 Danzig/Excess 14
Comments: JACK ALIEN holds the top spot. After doing some prestige work. GRG is very close to him now and I wouldn't be surprised if he overtakes JACK ALIEN. DERBYSHIRE RAM hasn't done any cracking in a while now, maybe some more from him soon? Same with DIDI - infact he is very inactive really. QUORTHON enters the chart, after some smacky first releases for Triad. SLATOR enters the charts, finally being recognized for his cool work over the years.
Top 10 Swappers: ‾‾‾‾‾‾‾‾‾‾‾ Pos: Handle/Group: Points: #1 ZAPOTEK/Nostalgia 98 #2 Variat/Excess 73 #3 Almighty God/L64/F4cg 61 #4 Derbyshire Ram/Remember 53 #5 Robbie The Rascal/Gold 49 #6 Centrax/Samar 48 #7 Commander/Role 37 #8 Cactus/Oxyron 36 #9 XIII/WOW 33 #10 Murdock/Tpx/Draco/Cas 31 Comments: ZAPOTEK steals the show, but only just as VARIAT is on his tale. This chart changes very frequently.
Top 5 C64 Websites: ‾‾‾‾‾‾‾‾‾‾‾‾‾ Pos: Name: Points: #1 C64 News Portal 45 #2 CSDB 42 #3 Cocos 34 #4 C64 HQ 31 #5 Demo Dungeon 13 Comments: Probably the most visited site is on the voters mind. CSDB is a magnificient project and deserves high acclaim. An interesting chart. A reflection of what the scene people want to find on the super highway.
To influence the charts with your votes please contact: Jazzcat@C64.org or David Simmons PO Box 361 Launceston TAS 7250 Australia. The Domination votesheet is also available from your local Domination dealer. Until next time, Jazzcat.
THE LIST Performed by the only master of law Feel welcomed to The List. This chapter documents and charts cracking groups and their first releases based on a point system that has been in place for many years. The Domination uses a system based on Psychobilly/RSI's concept used in The Pulse magazine of early days. Our points system is updated for the current scene and has been edited by Jazzcat since 1993.
What is a first release? A game that has never been released into the scene before - new or old is irrelevant. The rules are quite clear in both Vandalism News #39 and Domination #15 - Crack Edition Special. For the most precise list of games, the groups releasing them, and the year they were released in, is available in Domination #15 or on my group's homepage, Forbidden Depths - http://www.onslaughters.org I advise that groups or individuals that are not 100% certain their cracked "first release" was already released or not, check this list, however, keep in mind it is only from 1991 - 2000.
To count your first release in The List, it must be uploaded to one of the following - Deadzone +1/215-744-5885 The Bass Planet +1/609-587-4495 Gangsta's Paradise ftp://c64.rulez.org/pub/c64 The Digital Dungeon ftp://ftp.scs-trc.net/pub/c64 Banana Republic ftp://ftp.elysium.pl
FIRST RELEASES August 1st to September 30th
AUGUST: EXCESS (Ger) Metal Warrior 4 Official Prv (0.9) Cherry Dash (2.3) (C) TND ROLE (Bel, Ger) Astrostorm (2.0) (C) Mermaid Tetris 1k (2.0) (C) Breeze Notes: METAL WARRIOR 4 from Covert Bitops is probably the best game preview released in a while. SHAME on ROLE for their LAME releases. 1k games indeed.
SEPTEMBER: EXCESS (Ger) Snacks 4 Snakes 75% (2.2) (C) PTV Megamania 64 (2.0) (C) Padua Cascade (2.1) (C) Psion Computers Galaxys (2.1) (C) TND Notes: EXCESS dominate this whole chart, unfortunately most of their wares are from the Vision 2002 party and from their new member/game coder Richard from The New Dimension. Whatever happened to some bigger or unreleased titles from the past?
OCTOBER: EXCESS (Ger) Bomb Chase Final (0.0) (C) TND Bomb Chase Proper Final (2.5) (C) TND Star Blazer (2.1) (C) TND Notes: There was quite a lot of fuss about the BOMBCHASE release. Firstly, the game was released by URINE. Then it was released as a 100% sales version by Excess. Except this version had no crack intro or trainer menu, which means it doesn't count as a official first release. To repair their lame release Excess then released another
version of BOMBCHASE but this version Excess claim they did not release!! The group then blamed Onslaught and released a fake Onslaught version. After some public apologies from Richard/Excess (who released the fake Onslaught version) they then released a FINAL version of the game. Cracked by Stormfront. Then AGAIN, they released ANOTHER version called the FINAL PROPER, which had some bugs removed and was done by Richard of Excess (also coder of the game). So, as you can see, some quite lame standards from Excess, hopefully they will improve once more.
Some questions still bewilder me: Why does Richard upload the "original" names as "Bombchase+3_Excess"??? Why is there no intro in front? Why does the image have a lot of garbage in it? Why was it lamely packed? Does releasing the original give you first release points? Anyway enough about this otherwise fine game. Now onto the charts...
August - October First Release Chart Rank: Group: Points: Releases: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ #1 Excess 16.2 9 #2 Role 4.0 2 New full games - > 9 New game previews: - > 1
Oldie Cracking Group update ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ There is three 'oldie' cracking groups that are doing the cracking scene proud. These groups are: REMEMBER NOSTALGIA ONSLAUGHT ANTIQUES Here is some news on their recent 'cracks'. Unlike the first release scene which contains mainly 'releases'.
REM are the most active of the oldie cracking groups. Recent releases from them include classics like - Star Maze +5HD Atomino +4PD 3D Pool +PD Spelunker +6D U.F.O. +10D Parallax +9HPD Anarchy +5HPD Mountain Bike Racer +5HPD Sidewalk +3ID Encounter +3D Turmoil 2D Law of the West+1D They relaunched their official homepage once more, IMMORTAL ANTIQUES is available at http://www.remember64.de
They also gained a new member whose name is ICON. He joined as Admin, Coder and Supplier. He was a former member of groups like The Silents, ThunderCats, Horizon and Sphinx. Memberstatus: Jack Alien, HOK, Intruder, Fatman, Derbyshire Ram, Icon. http://www.remember64.de Coming soon: Remember's 300th oldie crack on C64!
N0S are also very active, mainly through 6R6 who is making a name for himself as an excellent cracker (aswell as musician). The last releases from Nostalgia include - Blackwyche +3D Innerspace +3D Double Dragon III +9D Dominator +9D Salamander +4HD Some member changes lately, most importantly was the return of Mr.Alpha who rejoined the scene and NOS as organiser and supplier. The group also expanded with ANTITRACK, the cracker from Legend fame.
MURDOCK was kicked from the group due to lame behaviour on IRC and not following the Nostalgia policies. More members joined such as ZAPOTEK as a swapper and two NTSC crackers ALWYZ and R2D2! Memberstatus: Alwyz, Antitrack, DaNDeE, Didi, 6R6, Mr.Alpha, R2D2, Scare, TMR, Zapotek, Zyron. http://www.nostalgia.c64.org
OA are one of the newest groups to be cracking old games.Their memberstatus has been kept secret (just like in the old days). They recently released - Rick Dangerous II (the original tape used cyberload. 7 trainers, IFFL linked and docs in seperate file. Ninja Spirit (cracked from tape using cyberload with 9 trainers and docs in seperate file. Also high score save has been installed. Memberstatus: Unknown http://www.onslaught-antiques.org
Fake lables and who are Blazon? ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ It seems a new group have come along or at least one I have not heard. It is called Blazon. If they are a real group and not sceners made from an existing first release group, I would really like to know, as they were responsible for quite a few releases lately. Titles from them include: Star Invaders 1k, Simon 1k, Dmaze 1k, Cybernoid 1k. There seems to be a group with the same name on CSDB but is it the same group? But there is no listed members, one of the ex-members listed is Jak T Rip/Protovision, perhaps he knows?
Other groups releasing stuff into the fake first-release market have been ALDI, URINE and FORTRESS. Aldi in particular have released quite a few games such as Power Surge, Ping, Elicoph, Bulderjones, Invasion, Psycho, Splatform and Wildfire. Urine seem to be releasing from time to time, but mainly insulting released aimed at mistakes made by the so-called 'professional' first-release cracking scene. The return of Fortress was an interesting one (Mr.Mister) with the release of a game called Seuckworm, which is a horizontally scrolling shooter.
You have reached the end of this issues 'The List', reactions and contributions are always welcome. jazzcat@c64.org Regards, Jazzcat/Onslaught.
GAME SCENE The commercial aspects of the C-64. Edited by MacGyver/DMAgic with assistance by Jazzcat/Onslaught The C64 commercial scene is still actively playing a role. In this chapter we will have a closer look at the different groups and people involved, what they are doing and what they are planning for the future on this machine. This should be rather entertaining for those non-believers out there 😊 Enjoy.
PROTOVISION ‾‾‾‾‾‾‾‾‾‾ - NEW MEMBER! The German Poison/TLD-Crew (not to be mixed up with the Hungarian scener Poison/Singular) joined as webmaster. - Latest news on their homepage, protovision-online.de: The games-section was extended by some pages for Metal Warrior II, III and BOFH - Servers Under Siege. From now on, you can access all PTV- homepages via a nice webbar (idea, gfx and html by Big User). The hardware-section got updated. There were two products missing:
Retro Replay and the IDE64- Controller. Now they are both available in the hardware-section. The navigation within the hardware-page was made more comfortable. Further updates are being worked upon as you read this. The Protovision Online-Shop is now up and running! You can now order products distributed by Protovision via the Protovision Online-Shop. Please keep in mind that orders have to be prepaid. The shop can only give you an overview over the amount of money to transfer to one of their distributors. When launching an order, you will receive a confirmation email with the necessary data for the means of payment.
If you have further questions, send an email to Jakob Voos. - MICROMYS PS/2 MOUSE ADAPTOR available! Plug your PC-mouse or trackball to your joystick port! Needs no extra software to run, includes joystick emulation, extra features like the scrolling wheel made possible (with WiNGS). Main features: - 1351 compatible (all applications without software modification usable) - supports 3 mouse buttons and mouse wheel
- planned support by WiNGS (when available) You can order the Micromys PS/2 Mouse Adaptor at Protovision for 25 EUR. - PTV-BOARD OFFLINE 😢 Unfortunately the PTV board is out of order for some time already because of the server settings of their host. A solution is being worked on. - PTV interviewed by NEW YORK TIMES Lately, ThunderBlade/Protovision got contacted by the New York Times, as Protovision's activities around the Commodore 64 caught their attention. They asked questions about all their
projects such as WiNGS, Metal Dust, the Vision Party and how it came around that Protovision is still motivated to develop for the C64. But this extensive interview was not all! A few days later, ThunderBlade was contacted by a photographer. He had been assigned by the New York Times to take some photos of one of the Protovision founders. Due to time pressure this had to be done fast and so the NYT photographer visited ThunderBlade at his work place (QNX Software Systems) for a big photo session. The article was published on Thursday, 26th September 2002. You can read the whole article on the New York Times website. You have to register to access
the article, but it is free of charge. A mirror of the article will be available soon on the Protovision website. - DISTRIBUTION The headquarter's address is: PROTOVISION JAKOB VOOS Niersstr.1 40547 Duesseldorf Germany Email: jtr@protovision-online.de Protovision now has a distributor in Australia, Marc Walters (aka TBH of Onslaught). Marc has been running a
commercial C64-service back in the golden times. Protovision-distributors are: UK: Allan Bairstow 14 Glamis Close Garforth, Leeds West Yorkshire LS25 2NQ United Kingdom Email: allan.bairstow@btinternet.com
USA/Canada: Loadstar PO Box 44 Holly, CO 81047 USA http://www.loadstar.com Australia: Marc Walters 32 Renfrew Crescent Edgeworth NSW 2285 Australia Email: australia@protovision-online.de
- VISION PARTY CONFERENCE Vision, the party from Protovision, was held on 23.8 - 25.8 near Hamburg, Germany. Reports from Vision 2002 can be found in the following magazines: Publication #49, Internal #29 and Lotek64 #03. There will be a Vision 2003! Currently main organiser Courage is looking for a suitable party-place. - PROJECTS
WiNGS by Greg/DAC WiNGS has a full TCP/IP implementation and can be used over PPP with a dial up connection to any standard internet service provider that provides dial up for PCs or Macs. The ISP does not need to support anything special, or support telnet or shells or anything like that. For a long time we Commodore users have been limited in our internet capabilities by the internet service providers reluctance to support old protocols. NOW, that doesn't matter anymore. Because we have the power to
completely use the new and standard protocols. This power has allowed us to move our internet programs beyond the limits of simple ascii terminal emulators. However, it is now our responsibility to see what we can do with these new found internet freedoms and use them to see how it is a benefit for us and to see what is possible now. Several programs based around the internet have been created so far for WiNGS, and more are on the way. The list currently includes: HTGET, FTP, IRC, TELNET, Email, Update, HTTPD, and a few utilities to
access specific web based services, such as instant word lookup in the world's largest thesaurus and dictionary. Let me speak briefly about each of these programs/protocols and then we will go into more detail about Email. HTGET - gives us the capability of downloading files and webpages from the world wide web, directly from the internet to our Commodore disk/hard drive. FTP - lets us connect to large storage facilities of music and games and art, such as ftp.funet.fi, with a huge directory tree of C64 games and demos
and music. We can browse it quickly and easily download anything we want directly onto one of our CBM/CMD devices. IRC - chat with people of like mind in any of the thousands of Relay-Chat based chat rooms. From sewing to fantasy, from computers to stamp collecting, there are people chatting from all over the world on hundreds of IRC servers. You can even talk upon multiple channels (each in a different category) as well as meet people in private channels for one to one conversations. With mouse click ease. Telnet - for the old standard that everyone is used to, you can use telnet to log into any shells you might normally use. Lets you directly control a
powerful Unix system and utilize anything they may have available, including text browsers and news readers. HTTPD - you can use it to serve files and webpages directly from your Commodore to anyone in the outside world with a webbrowser, or any other internet capable Commodore. Just start HTTPD, tell your friends your address and let them browse in and share files. UPDATE - this is where we see the new internet capabilities REALLY shine. With update, you can get newer and better versions of WiNGS programs without having to do a thing. You simply
type "update irc" (without the quotes) and update will go onto the World Wide Web, find the latest version of IRC, download it to your Commodore, making a back up of the old version just incase you want to revert, and putting the new version in it's place. The next time you run IRC you are running the newest version, which may include new features, bug fixes, and/or additional capabilities. -- Email -- "Mail" and "QuickSend" were created to work perfectly together. The first time you run Mail, it asks you some simple configuration questions so that
it can link to your Email Providers Server. After this, it stores your information which you can change or update at anytime. If you have several different email addresses you receive from, you can configure Mail to receive from as many as you have! Once configured, Mail starts up and asks which Email address to receive from. It then fetches the From and Subject lines from the latest messages. You get to say how many to fetch, it could be 5 it could be 100. This helps speeds things up; if you everyday, you don't have to have it load in a hundred message subjects!
Mail lists the messages by number with from and subject lines besides them. Mail will display 23 messages per screen. If there are more you can page up and down the list of messages. Because the list of messages resides in your SuperCPU's Ram, paging up and down is instantaneous. Whilst viewing a message, you can page up and down the message. Doing this reads in the message a section at a time from the server. This saves having to download lots and lots of messages all at the beginning. You may not even want some messages, why spend all that time downloading the complete message just to delete it with one glance at the subject or from fields??
You can mark messages for delete. This can be done while looking at the message, or if you are looking at the list you can mark single messages or whole ranges of messages. A message marked for deleting is not gone right away, you can always change your mind and unmark a message for deletion. To truely delete all marked messages, you can expunge. All messages marked for deletion are auto expunged when you quit the program. If the computer crashes, or you have a power failure while you have some emails marked for deletion, those messages will not be deleted, they will still be there until you explicitly expunge or purposly exit the program.
You can reply a message, and the original text of the message will be put into a text editor so you can quote who you are replying to. If the message was sent to you from several people or from a list, you may choose to reply to multiple people or just a single person of your choice. Forwarding mail is not yet done, but it may be in a new version in the near future. If someone attaches a file to an email, Mail can download that file and save it to your Commodore drive. You can compose mail, and also attach a file or files currently on one of your Commodore drives to send along with your email message.
QuickSend is what actually does the job of sending the mail and files. When you are finished composing the message or a reply, Mail will be asked if you want to send the message. If confirm by saying yes, Mail will give your message to QuickSend and ask it to send the message. QuickSend supports a simple address book, so you don't have to remember the email addresses of all your friends. You can just type their nickname, Qsend will automatically send it to the correct email address. For all this capability, it is remarkably easy to use Email!
There are even a few goodies... Extras which have been added in for fun, and because Greg wanted to show the world that by having the program actually on our Commodores we can do more than if it was just running through a terminal window. Mail has Optional Sound Events. These can be turned on or off, and can be configured individually. There are six "events" at which you can setup a soundfile to be played at. There is start of program, end of program, new mail, no new mail, refresh and mail sent. For each of these you can have Mail play a different sound. Or no sound at all. These sounds can be just about anything, but at best short clips, a chime or a spoken word or two.
And additional goodies, for advanced users... QuickSend was made seperately from Mail, because you can use QuickSend as a stand alone program. Anything which outputs text to the console can be "piped" into QSend and sent along with a subject line to any email address. This can be very useful! For example you have WiNGS collect statistical information about your network connections instead of displaying it to yourself, you could send the data to a friend or co-worker all with a single command. I hope you've all learned something about WiNGS!
This is truely the future made present. Info: http://wings.webhop.org SNACKS 4 SNAKES This is a funny little Snakes-game which can be played with 2-4 players, using the 4 Player Interface by Classical Games/Protovision. The 75%-version was released at this year's VISION party. That version had a few bugs, caused by the time- pressure.
The 100%-version is planned for release and spread for free at the Hobby & Elektronic 2002 fair, taking place on the 21st-24th of November in Stuttgart, Germany. Check www.brainstorm-c64.de for more information on this fair. Code: Jakob Voos Music: Richard Bayliss Intro-Picture: Johan Janssen Sprites and charset: Jakob Voos TEAM PATROL The object of the game is to put up a good race with 2 or 4 players. This is taking place in Decathlon-style
via splitscreen! But this time the actors are Moon-Patrol-Buggys instead of human runners! Via the good old "joystick shaking" the Moon buggy will accelerate, depending on the shaking-performance of the player. But it is not done just with joystick-shaking! Now and then big ski-jumps, abysses and walls are on the course and one has to jump over. By skillful jumping, it's possible to minimize the loss of speed of the vehicle and make good time on your competitor(s). Caution, it won't be as easy as that! In places thorny spikes lurk that will quickly puncture the tyres which lead to disqualification.
Some sections of a course have muddy grounds, one will have to fight their way through. Efforts will get rewarded by an entry into one of 32 (!) saveable highscore- lists. The game features 8 courses in different graphic-styles. One races through bushy forests, hot deserts and technical buildings. With 4 players, it's a nice pleasure to race close up to the top times and cut out each other. It gets really interesting when the competitors know the courses and try to optimize their racing-times. The game is almost complete and will be
10 Euro (without 4 Player Interface). It features 8 cool tunes by GRG, a loading-picture. Printed manual will also be included. Additionally the Team Patrol disk is going to have IFLI game-screenshots of the game Metal Dust for promotion. Production & Code: Stefan Gutsch Music & SFX: Glenn Rune Gallefoss Graphics: Stefan Gutsch & Johan Janssen PAC IT Once more a classic sees a comeback: Also 2002 Pacman wakes up to new life again. But this time he's not along but
brings 3 of his friends with him: PAC IT can be played with 4 people at the same time, using the 4 Player Interface by Classical Games/Protovi- sion. Terrific multiplayer fun can be predicted. But this ain't the only new feature. Dozens of further ideas have been intergrated into the game. For example, Pacman now can move certain stones away to lay open a way, assumed he collected the related symbol previously. If one of those tricky ghosts gets too close, one can give him the slip by a limited in time sprint. Some of the obstacles can be jumped over. Furthermore there is a symbol to send all ghosts back to their house. By the way, there are also bad symbols
flying around in the game, e.g., one which makes all ghosts turn black so they can hardly be seen. Watch out for them! The lives are shared between the players, so everyone has to give his best for the whole. One can practice the game alone at home in the tutorial levels. The sequences for in between are all completed. The graphicsets for 3 of 4 worlds are completed aswell. The graphics for the 4th world are currently being designed, same goes for the tutorial levels. Lately, JSL sent in some new pictures. Most musics are finished. The end sequence is still missing.
Production & code: Jakob Voos Project Manager: Malte Mundt Graphics: Stefan Gutsch, Johan Janssen, Sven Zander & Roman Chlebec Music & SFX: Richard Bayliss & Lars Hutzelmann ADVANCED SPACE BATTLE If you always have been looking for a strategy-game with non-complicated rules where up to four people will be puzzled for hours, you should try Advanced Space Battle! Highest priority whilst in development is the playability: Most parts of the game is self-explanatory, navigation is
done by windows-based menus and clickable objects. The player's task is to conquer as many worlds of a galaxy as possible. Each world produces spaceships. To attack enemy's worlds one sends these spaceships on a journey to the enemy. An important factor in the game is the time travelling because several game- moves will pass, depending on the distance involved. By the same way ships can be sent to own worlds for a better defense. Next to 1-4 human players, one computer player takes part in the game. The game-engine was expanded by some tactical elements. The galaxy map is now working and shows all moving
fleets. The AI of "Deep Jones" (the computer player) has been improved once more. Production & Code: Jan Boettcher Graphics: Stefan Gutsch & Johan Janssen Music: Joachim Wijnhoven REEL FISHING The idea for "Reel Fishing" on C64 was born around 7 years ago already. Around 2 years ago the project started for real at last. Firstly planned as 1:1 conversion of the Amiga game with the same name, it surpassed the Amiga-original already in the early stages of development.
"Reel Fishing" won't be a boring "I wait for fish for hours"-simulation like e.g. at "Big Game Fishing" by Simulmondo. In "Reel Fishing" the important things are good dealings with money as well as choice of baits, the weather and many other criterions. The famous "luck of the draw" won't be missed either. Only this way you will be able to afford a faster boat or new bait. And after that you still should have some money left to rent a lake. Or how about an expensive but worthy tournament? There are many possibilities which will mean the playing-fun won't end too soon! Lately Courage received some new
graphics from JSL. Meanwhile, Big User painted the waves for the fishing-part. Production & code: Markus Spiering Project Manager: Malte Mundt Graphic conversion: Malte Mundt Graphics: Markus Spiering, Johan Janssen & Stefan Gutsch Music: Glenn Rune Gallefoss Continued in 'Game Scene II' ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
ARMAGEDDON If you are a non-SuperCPU-owner, so far you had to look a little enviously at those SCPU owners who wait for Metal DUst. But now, Protovision gives you a reason so you don't have to be so envious any longer. Some time back on a Protovision meeting, Andre Zschiegner (It's Magic 1 & 2) saw the (at that time) current version of METAL DUST. Immediately he was inspired by the idea to develop a technically outstanding shoot'em up for the standard C64. Since a long time, he already works behind locked doors on this new C64 shooter, which will offer quite some
quality, both graphically as well as sonically. By now the game engine is already come far, and seems to do it's job well! Planned at present are 6 levels with completely different background graphics and enemies. Many different weapon systems in typical Turrican- & R-Type-style. Unfortunately the game can be played with one player only. A two-player mode is not planned because this would be more than a standard C64 could handle. The first level will be completed soon. The end monster is finished and looks really neat! After the first level is finished, it will be released as a free
preview. If Protovision receives a certain amount of orders, the work on this project will continue, this is how the coder wants it to be. Production: Andre Zschiegner & Stefan Gutsch Code: Andre Zschiegner Project Manager: Malte Mundt Graphics: Vanja Utne, Stefan Gutsch & Johan Janssen Music & SFX: Marc Waldaukat
METAL DUST You like KATAKIS, ENFORCER or ARMALYTE? Protovision is currently developing the first ultimate shoot'em up exclusively for the SuperCPU! Although the release of the game has been delayed for several years (!), it will have been worthwhile: The game is getting better and better and doesn't have much in common with the first version, presented way back in issue one of GO64. Once again te game was improved in order to deserve being the world's first REAL SuperCPU game. Therefor a lot of changes in the coding and
thousands of graphical adaptions were done. In fact, the game-engine was completely recoded twice. For te second engine, Virtual Ass 16 was available - an extremely helpful developing-tool. Without this great SuperCPU-assembler Metal Dust wouldn't be as far as it is. The game will have 4 large levels. By now plenty of little aggressive aliens have been placed in level 3. In this level about 370 enemies are awaiting the player in a cool alien- ambiente, full of new colours and interlace-effects. The hotspots have been placed aswell, which were rather difficult because of the labyrinthic structure of this level. So level 3 is
now fully playable. Only the first big monster needs some final touch. Unfortunately the code for the end guardian is still missing, but graphically it is finished. So level 3 is almost done. It is to be hoped that Level 4 won't take too much time. The graphic set is finished, the rest of the graphic- modules and level parts are getting some additional design. A unique background in multicolour-overcolour- interlace-parallax can be admired in this level. While the middle boss is ready the ultimate end boss is still under construction. The game is considered for release early next year.
Production: Stefan Gutsch Project Manager: Malte Mundt Code: Chester Kollschen Graphics: Stefan Gutsch & Johan Janssen Digital audio music: Welle:Erdball Digital audio cut: Malte Mundt
VIRTUAL ASSEMBLER 16 Virtual Assembler 16 is a Turbo Assembler like tool for the SuperCPU. It features 40/53/64 column display, very big memory for source codes and lables and supports all opcodes of the SCPU's 65816 processor. See www.protovision-online.de for more information. Virtual Assembler 16 was done by Manuel Nickschas (Sputnick) of Protovision. The English instructions are currently under development.
Non-Protovision NEWS: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ OTAKU MACHINES The story began in the end of 2001 with the idea to re-edit an unfinished slot machine project, originally written in basic, in an improved and very playable version, this time in machine language. So a little plot was invented, some planning and pixelling were done. In April 2002 a team of 3 people was ready to make real the project. In the meantime there was made some progress, though less than expected - typical for hobby-game-lables. The game is going to consist of 3
different slot machines, varying in concept and graphics. You can only activate the next slot machine by gaining enough points in the one before. The graphics are in manga/animestyle and the plot is located in the same area. Each slot machine will have it's own highscore list, so that it will be possible to battle for scores on each level even after finishing the game once. Currently slot machine one is under development and it is about the art of fighting. The graphics for it are about 60% finished and the coding is making progress aswell. There will be one music per slotmachine and probably
some sound effects. The game graphic is a multi-colour- bitmap. Further more, a sprite-multi- plexer for 20 sprites will be used, 5 of them interlaced. Whether the control will be by keyboard, joystick or mouse depends on the coder and the best playability available. Score is gained by good reactions, but you will also need some luck. The game will be released some time in 2003. http://mindless.bei.t-online.de for the latest News and screenshots.
Email: mindless@t-online.de Code: Master/T.A.C. Idea & Graphics: Mr.Quark/OOO Music: Mac/OOO
ARTS OF DARKNESS SilverFox has returned to activity. Metallic Dawn has been put on ice and it's unsure if it will even be finished. Currently he's working on BLOOD 2. It is going to be released at the Out Of Orderia 2002 even if finished by then. The animations have been completed, so there is only coding left to do. The homepage is going to be updated around the time you read this. Contact: silverfox64@gmx.net http://www.artsofdarkness.de
OUT OF ORDERIA 2002 - How's this (year) gonna end? Want to avoid the holy holiday boredom between Christmas and New Year's Eve? Out of Order might have the right distraction for you. All Commodore enthusiasts and those who want to become one are invited to finish the year by celebrating the breadbox on the seventh incarnation of the Out of Orderia Party. Planned events are printed on the next pages:
- Sound wizard Taxim finally has his long awaited comeback, presenting Synthie Trax live! Taxim plays selections of new material which will be first released on the party, and available for sale on CD. - Competitions for the creative (demo, gfx, msx., etc.), for gamers, and more. - A performance by the first unofficial Chris Huelsbeck impersonator. - Auction - buy soft- or hardware, or bring and sell your own. - SID karaoke and disco. When, where and how?
- Dec 27, 12.00 to Dec 29, 12.00 - Location: Katholisches Pfarrhaus (catholic parsonage) in Hoppstaedten- Weiersbach, Germany (near Birkenfield, between Kaiserslautern and Trier), easy to reach via highway A62 or by train (contact us if you want to be picked up at the station). - Party place with seperate sleeping space, kitchen, WCs, shower and a meadow outside. - Admission is 10 Euro for participants, free for short-time visitors. - Please pre-register to reserve a place (not mandatory)
Contact: Volker Rust tel. +49 160 / 98692490 email: roy_sheldon@yahoo.de Detailed information about the coming party and pictures from previous years are available on the homepage in German language. http://www.murphys-world.de
FIRST BLOOD ENTERTAINMENT They are currently working on BIG titles only. They are looking for committed people who wish to make something that will stand out from most other games. Programmers are especially welcome. Current projects include GODFLESH and ZONE OF DARKNESS (picking up from where Taboo left). They are also working on another very big project which is kept secret. They are searching for a programmer to help on this project. email: davidian_6@telstra.com
COVERT BITOPS Currently they are focusing on the final episode in the famous Metal Warrior series - namely, MW4: Agents of Metal. Recently released was the official V2 of the preview. The game will see the conclusion of the series and will be a sideview, multi- scrolling action/adventure game. Estimated release date is in 2003. http://covertbitops.c64.org
THE NEW DIMENSION They released BOMBCHASE recently, which had several versions due to some bugs. Also some other new titles like Star Blazers. http://tnd64.cjb.net COMMODORE ONE to be shown in Europe Commodore One, the new C64 enhanced computer by Jeri Ells worth will be shown and sold in Europe at the Amiga & Retro fair on the 7th and 8th pf December in Aachen, Germany. http://messe.think42.com
CREATORS working on games Mainly through Mermaid, but also some other members, the group continues to work upon many game projects which will be distributed through Protovision. These include Abrakadabra, Botz, Hip Hop, Armageddon, Donky Island and Hip Hop. http://mermaid.c64scene.org/creators/
GAMES IN THE MAKING: CO-AXIS 2189 / Cosine QUEST FOR CYRUS / Pixel Pyramid Soft PROTOCOL / Cosine (re-write) PINBALL DREAMS 64 / Xenon TYGER TYGER / US Gold (unreleased) WARFLAME 100% / Cosine PENQUIN TOWERS TALISMAN / Protovision GODZ / Nomad Software R.I.P. / Cosine (vic20 cover) WUNDA WALTER / Cosine (vic20 cover) GODFLESH / First Blood ZONE OF DARKNESS / First Blood ******* * / First Blood
CONTACT: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ BINARY ZONE PD - Commodore Zone 34 Portland Road - Public Domain Soft Droitwich Spa Worc's WR97QW United Kingdom http://www.commodorezone.com COMMODORE SCENE 14 Glamis Close - Protovision software Garforth Leeds - Sales & Marketing West Yorkshire - Commodore Scene L52 52NQ United Kingdom http://www.commodorescene.org.uk
COMPUTER WORKSHOPS - Games 3612 Birdie Drive La Mesa CA 91941-8044 USA CINEMATIC INTUITIVE DYNAMIX Dregelyvar u.21 V/29 1158 Budapest Hungary - ENHANCED NEWCOMER (Ed: cool!!!!!) http://www.newcomer.hu
FIRST BLOOD ENTERTAINMENT PO Box 361 Launceston TAS 7250 Australia - Software management & creation email: davidian_6@telstra.com GO64 - The magazine CSW-Verlag Goethestr.22 D-71363 Winnenden Germany. http://www.go64.de
HIGH TECHNOLOGY PUBLISHING PO Box 260 Bromley BR2 0ZG United Kingdom - "Back In Time" C64 music CD series - "Nexus 6581" C64 music CD http://www.c64audio.com JON WELLS - Games and tools 9 De Grey Road King's Lyn Norfolk PE30 4PH United Kingdom
PROTOVISION Jakob Voos Niersstr.1 D-40547 Duesseldorf Germany - Software & hardware marketing - Magazines: GO64!, Commodore Scene and Lotek64. http://www.protovision-online.de email: jtr@protovision-online.de
DEMO REVIEWS by Dane/Crest
Reviewed in this chapter: * Scene News Network / Padua * * Biba 2 / Arise * * Interruptus Retriggerus / Booze *
SCENE NEWS NETWORK by Padua ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ ZIPPER is the Padua way of exiting the usual C64 bluescreen. LOGO FLASHER I don't really want to waste that many words on. It's a logo with a standard design, with a colour- scroll effect inside every letter, one at a time. Why was this not done in better resolution or interlace? Are Padua graphicians too lazy for it, or was Anonym afraid it would use too much RAM? The BLUR BOBS look a lot like the Heat Fun seen in Camel Park by Camelot. I marvel at the use of colours, though. Why this tinge of yellow to ruin those bobs, which are a rather nice transition effect?
The SNN BREAKING NEWS part feels a bit slow. SNN NEWSPEOPLE is an idea in the spirit of Crossbow's many animated comedic figures. But it also bears the Padua trademark, with the oh-so-done- to-death Bill Gates-puns. In what way is this comedic? 3D DONUT WITH SNOW is Cupid's idea. I don't know what sort of hold he's got on the coder responsible for it, but it must be something really embarrasing for someone to actually produce and release this effect on C-64. FACEFIRE, however, is probably the best designed and executed part of the demo, with a stylish picture by Jailbird on both sides of your average rage fire effect. The sinus and patterns of the
fire seem a bit odd, but on a whole I rather liked this part. After an SNN COMMERCIAL BREAK it's time for the final HYPNOSIS, a cheap attempt at getting more votes from the Padua crew. This feels like an abrupt and dodgy way of ending a demonstration. Overall, I am neither inspired nor impressed by this demonstration. More than a demonstration of skill, SCENE NEWS NETWORK feels like a showcase of the bad sense of humour that, sadly enough, defines Padua's scene existence these days. This demo is the result of too much time spent in chat rooms and irc-channels. I suppose some of these ideas and jokes were hilarious the first time they appeared,
but now it just feels old, cramped and contrived. And as the demo itself is pretty much based on the 'funny' parts, with an obvious lack of design and effects, I'd hate to say it - this is the demo that won the competition few others would enter. Is it too much to ask that we see a serious attempt at making a demo from Padua anytime soon?
INTERRUPTUS RETRIGGERUS by BD ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ (one-file, 197 blocks) The demo starts with a reminder for us to not forget to watch our own backs. What about not forgetting to watch other people's demos? HCL starts off by showcasing some Drazlace pics in the upper and lower border. I don't know the faces of the two guys, but they look a bit daft. Once again, it feels like there's this grand joke that I'm missing out on. An interlace stretcher that uses a new technique is showed. This is easily the best looking part of this little demo. Some music by GRG with a nice enough
chord structure is playing. The melody, however, is a bit too flimsy at times. It works best in the bridge part of the tune, as well as the breaks. There is no real intro sequence to match the opening sequence of the demo. A small demo like this one would probably be better off with music custom-made, and a tune like Jeff's "Cyberworld" for Dawnfall springs to mind. The structure of the demo is old- fashioned. I have to press the space bar to see the rest of it. Now 216 vertical rasters in 3 colours takes the centerstage. This, apparently is what the fuss is about, as HCL
stomps Crossbow's record-breaking stuff in Demus Interruptus. This part features a good tune, especially when GRG plays with long attack values for the melody/chords. But why is there no bridge/break with different chords? The constant cycling of the same 4 chords makes the tune feel repetitive. Soon, 400 vertical rasters (!) using a mirror technique finish off this production, to mark that the old vertical raster record has not only been broken, but completely ridicules. I'm left wondering about the constant font leftovers in the upper and lower borders. If this is a case of design, it's a fresh move, although rather ugly at times. If it's a bug, I can't for the life
of me understand why HCL didn't fix it? He usually does. The funniest surprise hits me when I choose to watch the note instead of the demo. I am immediately laughing as the familar LCP 2002 partynote by Iopop, HCL and myself hits the screen. This time without the u-bug. But that's what you do best in this demo, HCL, improving old stuff from Crest! 😊 Sure, Interruptus Retriggerus, a "fast one just meant for fun" demo. As such, it's technically excellent, although artistically disappointing. The music doesn't fit. The graphics, apart from the stretched Booze-logo, do not sit well with me. With some more work, this could have been up there with Dawnfall
and Oneder. But right now, it's not.
BIBA 2 by Arise ‾‾‾‾‾‾‾‾‾‾ The demo starts promisingly with a floffy filler that fades the screen to black. Pretty soon, that sensation of something promising ahead, disappears as a Biba 2 logo appears. Something about this logo and the techno-sounding soundtrack makes me uncomfortable. The galaxy plotting is a nice twist, but Arise yet again manage to ruin the mood by showcasing yet another logo. Why? Were we not supposed to read the font and understand what group was behind this production? An XY-stretched face of a weird man takes centerstage and I chuckle at the
memories of good Graham productions that it brings. The chuckle gets stuck in my throat, however, when a most horrible hires picture with the Arise symbol emerges. It would seem the only point with including this pic is for it to work as a transition stage, also presenting the Arise symbol, which stays after the pic has faded out. Bad move, Arise. A colourful corkscrew effect that twists and snakes worms its way onto the screen. It is fast and I like it, but the width of it feels all too short. Could this really not have been improved and made wider? A scrolling hires picture then takes over what screen space was possible.
The text, which speaks of snakes and dream injections, feels like a joke I'm too dimwitted to grasp. But then I get it, as a hires picture of poppies splashes onto the screen. "God envies our mistakes" Arise states, at the same time presenting a syringe line- vector. I know for a fact that I do not envy their mistake. Heroin is not chic with me. A flickering "Amphetamin"-logo is presented as the music changes. Thankfully the unbearable techno tune is finally over. But, unfortunately, the tune it is replaced by does not sound that interesting either. It has ring modulation effects. That's pretty much o it. I don't even want to try to fathom the point of including the
afformentioned logo. Why is Arise fixated on drugs? Some vectorbobs on a green/black background and an Arise logo - yes, thank you, but I think we already got the name of the group - light up the screen, and I feel that this is definately the best design showcased so far in the demo. The use of the green and black lines feels like a fresh move, although I had rather seen something other than the Arise logo below the bobs. The next effect is a vector casting shadow on a background made up of circles. Again, this design feels pretty much ok with me.
Katon's winning compopic from NP7 is next. It feels messy and cluttered. And flickery, ofcourse. After this, a hires pic with a butterfly girl on top. Below is a chessboard with a chessboard slinky walking along. The effect is nice, but I would rather have seen a bigger version. Could it not have been optimized? The leaves - a beautiful work of hires - and the dancing trees below is a refreshing change. This is when Arise present the credits. I am amazed at how many people it has taken to do this demo. Maybe this is why the overall design and use of graphics feels like an illfitting jigsaw puzzle. Too many pieces, and they don't really fit.
The demo is over, but not before Arise finish off with a rather cool vector routine. Is this, mayhap, a return to the days of old when we would see various 3-coloured vectors in every demo? Overall, Arise presents a demo worthy of winning the NP7-competition. It is not, however, a demo I will remember for long, nor one I will show friends to convince them that the C-64 is still cool.
DEMO REVIEWS II by various editors
Music sounds better with you I entered the scene in 1994 and heard a lot of SID-music since that date. But there was always something missing, it was like a recognition concerning the combination between love and music. Ofcourse, everyone can "love" the music in his way and everyone had his own fun with it, but personally I am really bored about most sid-stuff which was done in the scene in the recent times. Come on, don't anyone of you miss those sweet sounds that remind you of anything nice in the past and gives you energy for your future. There are a lot of good musicians in the
scene, but only a few of them were able to put a great emotional feeling into their music, and I think this is a point where some musicians really should try out for themselves. Not to just put their personality in the music which is a nice effort, but also their deepest feelings and love for their work. Only a few musicians could do this in my opinion. These were Johannes Bjerreg- ard with his "Sweet", Scortia with "In Past", different Mitch&Dane tunes with the relaxing soul, Trident with "Nightflower","Anesthaetics" and also Fanta and Agemixer: Just to mention some.. 😊 A lot of tunes coming out recently are technically okay, but they just don't
say any message. I would really appreciate it if there would be more music which reminds you of the good times or opens your heart for some sunlight. Ofcourse, I must sound quite sentimental 😊 Everyone has his own taste and I respect everyone's taste. But maybe you have time to check those afformentioned SIDs. Perhaps then you'll understand what I am writing. Come on, That's it. Yours, Intensity / Cosine / Onslaught
Reviewed in this chapter: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ * Biba 2 / Arise * by Krill/Plush * Late Ejaculation / Elysium * by Iopop/Triad * My Kondom / Dekadence & Haujobb * by Krill/Plush
Biba 2 aka Dream Injection by Arise reviewed by Krill/Plush This demo won the demo competition at North Party 7 and is undoubtedly one of the best recent demos. As expected, Arise gave us a technical show, so I'll concentrate on reviewing the demo from that perspective. Running the demo and turning the disk, the first thing to see is a forgotten debugging help - just have a look at the top left char. Anyway, we're all human and according to the note with Bimber's ruling Arise logo caricature, this demo was finished in quite a hurry, at least
music-wise. All tunes were made by Wacek and have his typical style and quality. Both demo tunes are very good and add a lot of atmosphere, a real pleasure to listen. The basic screen fade out effect is quite slow and with its 2x2 pixels reso- lution rather chunky. One of the first things striking the viewer is that a lot of effort was made to have nice fading routines. This im- pression lasts throughout the whole demo, which is quite a positive surprise after seeing recent demo trends. The first effect after the intro pic and effect is a picture distorter as seen in older demos before, nothing impressive imho. After that one we see a hires pic which is quite typical for Polish demos. At this
point I noticed a subtle feeling of in- consistency of the design of this demo, something which also lasts throughout the demo, unfortunately. The following effect called metal twist is quite nice to look at, and having a look at the bottom animation one can see that the Arise dudes are always in for some fun with alcohol. The following sideborder pic scroller is okay code, still there's a gap to be seen in the left border. Hmm, did I say something about Arise *drinkers*? However, in the drug part of this demo there's an okay vector syringe and quite an interesting logo. After that one the demo gets a lot cool- er, supported by the 2nd tune, which is really a catchy one. There are black vector bobs, a cube and
its shadow and still very nice fades and also nice colours, which give an overall very good optical impression. The IFLI pic is one of Katon's high quality pieces. The following fade rou- tines don't look good and are a bit too chunky for this demo which does not feature any big-pixeled effects. The part with the walking rubber column is undoubtedly the highlight of this de- monstration. With a very good selection of colours, four different and overlap- ping screen elements, and a ruling inno- vative effect in realtime, this part kicks ass. Respect to Fenek. The only thing making me wonder was the zigzag effect of te scrolling chessboard. The flying elf is as wide as 9 sprites, a nice effect for C64 purists. The credits part is my second favourite
part in this demo, featuring fractal-like trees known from pc-demos, a not too simple sprite multiplexing routine, and again giving a nice overall impression. The last effect is looking quite nice and fresh, as I haven't seen such a multiple cube before - its only setback is the visible update. This demo was coded by Mojzesh and Fenek, with Fenek having made quite an effort to re-assemble Mojzesh's parts and linking them to his. All in all this demo is a really nice watch and the best demo after at least a year with basic demos winning compos.
Late Ejaculation by Elysium reviewed by Iopop/Triad "This demo is old. It's below our current standards. You've been warned" - With this statement, "Late Ejaculation", the latest demo from Elysium starts. Does that mean that the expiration date has passed, or were the coders too lazy to do anything better? It also makes me wonder why they released something that's "not up to today's standard"? But there's a reason for everything. From a historical point of view this demos serves its needs. Finally we can
see what 'Altered States' could have been like. If these parts had been released in 1994, I'm sure they would have been a big hit. Time has passed too quickly it seems. Today, the effects in this demo do not affect me in the same way as they would have done a couple of years ago. Rot-zoomer, Chessboard, Vector plots, Lens effects and Morphing, all well- coded effects. But they originate from a time when the now late Coma Light - series was the standard of demo making when the tren was a heavy use of black as background colour and focus on the effects. Yes, Late Ejaculation is reminiscent of the demos of the mid- 90's. In this demo, however, we do not have to press space.
The music suits the demo and the graphics used, does it's job, if not more. I personally really liked Carrion's multicolour logos and his non-Boris Vallejo picture. The only thing that really gets me amused in the demo is the transition effect before and after the disk change. I believe this kind of proves that this demo is not for me. It feels like I've seen every thing else before. So, let's hope we will one day see something new from Elysium. I'm tempted to go with the old cliche - "you can do better than this". Elysium has already, with "Illmatic", proving that they definitely can. Iopop/Triad.
The Dawning of My Kondom by Dekadence and Haujobb reviewed by Krill/Plush Released not too long ago, at this year's Assembly party in August, this demo is a good candidate for me to review. It was coded by Britelite of Dekadence and was placed 2nd after a VIC-20 demo in the party's oldskool demo compo. The demo is a conversion of the 1997 classic Amiga demo called "My Kingdom" by Haujobb, whose creators have also taken part in the production of the C64 version.
Admittedly, I haven't seen the original myself, so I cannot judge on how close to the original the C64 version of the demo is concerning the complexity of the effects, the quality of the music conversion and the demo's overall appearance. Yet, Britelite has told me that the original has a lot of complex 3-D scenes, which his conversion lacks. He also said that he wouldn't call it a conversion because of this. I can imagine that not many complex effects of the original have also been spared, as the effects presented in the conversion are rather simple and repetitive, but more on that later.
Nonetheless, this demo has quickly become one of my favourites. It's one of the few demos which succeeds in creating a strong atmosphere, in this case a rather sinister and cold one. The music, a dark industrial-styled piece using rather uncommon but nice SID sounds, is one of the main factors contributing to the feeling created. I just love the beginning of the demo. I can't really say why, everything just fits so nicely together - the music is well-synced to the effects, the design, quite common in PC and Amiga demos and feeling very fresh on the C64, just fits so well to the kind of effects which can be seen.
Unfortunately, the demo is getting gradually more boring towards its end. After the black and white hires picture by Visu is shown, this fact becomes more and more obvious. The effects keep repeating, only using different maps and slightly different but similar colour schemes. What puzzles me watching this demo, is the messages displayed here and there on top of the effects, fitting well into the demo and adding a lot of style. The point about them is that they are quite cryptic, and it seems to me as if only a part of the original's in-demo text messages have been adopted, destroying their collective meaning. This is just an assumption, also supported by the great difference in
the design of the messages - just compare the ones saying "Enter" and "Exit" to "Traffics away - worlds away", whatever it may mean, to the "<<OK>>" screen and also to the rest of the messages which are displayed in bubbles: quite some differences. As I haven't see the original yet, like previously mentioned, I couldn't verify this. Seen from a coder's view, this demo is nothing outstanding nor ground- breaking. Most effects are hardly very complex and were also often done on the C64 before, using rather common techniques like the offset map texture cycling. Still, I really like the two tunnels merged together. All effects were done in an 8x4 pixel resolution
graphics mode using 4 colours. In my opinion, running the effects in 4x4 pixel resolution would have been possible without losing much speed and memory, yet I think it would have made the demo feel very different, worse to be exact - how the 8x4 pixels mode was used just looks nice. I think Britelite did not invest considerably much time into the code of the demo, can't tell about him and Soundemon converting the soundtrack, though. The obvious repetition of code and some other parts of the demo where one can see that they are not optimized for smooth screen update (the colour fades of the group names in the beginning of the demo for example) made me suppose that.
Another little setback of the conversion was some silent holes in it where the loader hasn't finished loading before the tune ends. I also guess that both Soundemon and Britelite were surprised by an unexpectedly good result themselves, I say that because the demo really feels like being a lucky conversion rather than a very minute and perfectionist one. Yet, this demo is ranked very high in my favourite demos list and I keep watching here and there, just enjoying the PC/Amiga demo style and the high degree of continuity (despite the previously mentioned contrasting message designs) which probably was just caused by the (assumed and not validated) fact of it being a raster fast
made production. More demos of that kind, please. Signed, Krill/Plush.
Magazine Reviews by Jazzcat The media on C64 is just as important as the other types of media throughout the world. C64 disk magazines document the C64 scene history and without them we would lose it. In this chapter I will take a closer look at some of the magazines released lately and what impression (if any) they left on me. This chapter is personally a matter of opinion - but isn't almost everything?
ATTITUDE #4 / Oxyron (1 disk side) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ One of my favourite magazines in the scene these days has been released once again. Much credit is given to CACTUS - an individual who shows determination - which can only lead to success. Attitude edition #4 is no exception, once more the magazine has improved it's standards in content and presentation. This edition we see a new host, after the main editor left Samar to join OXYRON it is only natural that his publication should follow him. Interestingly Oxyron have had their
fair share of involvement with C64 media - RELAX, ADDYBOOK and SKYHIGH to name some of them. In this issue we see the return of RRR to the public-eye, his graphics grace the intro sequence and outfit of the magazine. Which is a very positive move for the publication in general. As mentioned in earlier reviews of this magazine, CACTUS' presence simply cannot be ignored. Apart from being the main editor, he was also responsible for the coding of the intro sequence and the outfit (respect!). The magazine outfit is very easy to handle and is designed quite well. Proportional font, IRQ loading, and
keyboard AND joystick controlled. It also features "hot keys" such as pressing F7 to change the background and font colour (giving each user the chance to control how things look). Musics can be loaded by pressing the number keys 1 - 6 (each respectively for the 6 exclusive tunes included in this edition). A necessary prerequisite to a good magazine is it's presentation and design and this magazine delivers an easily acceptible standard. Moving along to the heart of the magazine - the text. In this issue the reader is presented with 15 chapters, all of which are 100% C64 related (good move Cactus!).
The english is of a good standard and is quite easy to understand - also the text is well layed out, with appropriate paragraphs and spacing so the pages don't look too jumbled. The standard chapters of the magazine such as Editorial, News, Charts, Addresses etc., are delivered at an exceptional standard, I especially enjoyed the news chapter, which contained fresh news and accurate representation of "Scene Town". It is the non-standard chapters that make or break a magazine. I mean, anyone can do the standard chapters, it takes hardly any effort, but to write opinionated articles or reviews is something else.
The magazine contains several chapters that caught my attention. Firstly, "Commenting the charts". This is an opinion-poll style chapter that discusses the comments made by disk mag editors in "the charts" - chapters. It raises some interesting points an opinions. Which is what magazine editing is all about - getting out into the public and reporting what people are saying or doing. "Scene Countries" also impressed me, again an opinion-poll style segment forming a chart which represents which countries influence the scene the most Hey! Australia is not included, I am very upset ☺
Scene history is important to read and learn, everyone should know their roots. ATTITUDE #4 presents two such chapters. One is the scene history of SHAKE/SPD/ROLE and the other is an article by OB/TRSI about the old days, both very enjoyable and informative. Other chapters worth mentioning are the two coding tutorials by Krill/Plush and Puterman/Civitas. When I have done opinion polls in this magazine or Domination I notice that a lot of sceners request these type of chapters. Again, a magazine that gives the reader what they want is one that is following the road to success. Some of you reading this would be seeing all the praise I am giving, but
what about the negative criticism? Well there is none really, between this magazine and The Beergarden the scene has much to read. But what would make this magazine have more of an impact was regular releases. But this is forgiven - not only is myself guilty of heavy delays of release but a magazine depends on the scene activity and the input from the scene. As closing notation I can see a very bright future for this magazine and can't wait until the next edition! Attitude delivers!
INTERNAL #29 / WOW (1 disk side) ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ This ancient magazine is still around and is being edited by the ever faithful Einstein along with his colleagues The Alien and xIII. I found this edition an improvement over the previous one. The outfit is quite well coded and designed by Sorex and the musics are acceptable (more exclusives please, but love the familar Internal-theme song 😊 The magazine is controlled with control pad in port II (implementing a keyboard control would also be nice). Internal #29 presents 18 chapters, all C64 related and special focus on the
Commodore 64's 20th anniversary. With the standard chapters, most were quite good, the news chapter covered a lot of areas in our scene and was a vast improvement over issue #28. Particularly good was the coverage of scene parties, such as MekkaSymposium and the Role party. Some really nostalgic C64 history chapters and fact files were included in this issue. These pay homage to the C64 which is now 20 years old. I smiled when I read the UserNet log from 1982 with the first string of online texts concerning the C64 😊 'Group Feeling' by The Alien was also a good opinion chapter.
With 18 chapters this issue was quite good, what I felt was lacking was more 'non-standard' chapters. These type of chapters give the magazine more spirit. With some expansion to the staff or more contributions from guest editors, this is entirely possible. Looking forward to the next edition.
And thats all for this edition, if you wish your magazine to be subjected to my opinion, simply contact the editorial. I would also like to mention WORLD CHART #14/Creators and the announcement of further WORLD CHART editions on C-64. Not suitable for review here, but certainly worth mentioning as a must read and must-vote-in publication. Issue #14 is spread with this issue of Domination to further spread it's existence to the C64 population! Vote in it - make the concept a total reality! Jazzcat/Onslaught.
A Manifesto for a Dying Scene. ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Edited by Twoflower/Triad, Nov.2002 "A somewhat cynical article of what the C-64 scene in general - and the C-64 demoscene in particular - have become in the latter days of the diaspora from its mother-computer. The author has spared few words, so wannabe-sceners and useless IRC- idlers heed and be warned".
1.1 An Allegory of Truth We are living in strange times, aren't we? Days strange enough to live through as private persons and even stranger days to experience as a scener. Since ten years or more, people have been deeming this scene a dying one, and yet we continue to see demos, games, art and music rise and then evolve. And yes the scene is far from dead. Although it sometimes seems to be passing its days in a coma. From my point of view the scene is in a respiratory state, stripped by its worth and tightly tied to a sickbed with two bottles needled to its drugged, lukewarm body.
The first bottle is labelled Retro and the second Slack attitude and guess what? Our patient has got the wrong medication! What people think is keeping our patient alive is instead what is making it sick. And the scene is for sure sick. One of the reasons for the scenes initial sickness must be when it moved out of its home into a comfortable flat with 64k internal mem, and a VIC&SID to care for it into the bigger but more unhealthy estate they call the net. The movement was made slowly, unnoticable, but it seems to be be rather definite in the last couple of years. Also it has been reportably ill ever since this movement.
1.2 The Opiate of the Scene To use Marx well known allegoric definition, the web is the opiate of the scene. An Opiate? Yes, but not in a way that makes you hooked, but in the sense of numbing out important issues from your event horizon - just the same way religion worked for people in general in the 19th century. It unites, but for the wrong causes. Religion made people caring for the afterworld instead of the social unjustice in which they lived. In the same way the web unites us, making us keep contact in one or another way, although it makes us lose focus on the
important issue; creation. Instead of losing ourselves in the creation of C-64 art, we are heading down the corner to see the pimp and get our daily dose of dope. And the drug disguises itself in many a way, as the web-forum where you whine about important topics such as Richard Bayliss' way of making interrupts or the endless mailing lists of which we see far too many of. Never mind the disguise, it still renders us immobile, making us use our energy on worthless crap. Instead of creating, we waste our breaths on discussing how-to, the rules and the possibilities of making demos. One brilliant example of this was my
involvement in a game project called Exsecratus, a big project with many talented individuals involved. As usual, the big drums were banged on this project, which was deemed to be THE project. And as usual nothing of any real importance happened save for the usual miles of text written in worthless discussions leading only to bad compromises. When I made a sketch of the main character-sprite, following the restrictions that were given, the reaction was nothing. The people involved weren't interested in real creation, but mainly in discussing it. Instead of making something useful, the project was aborted in its initial stadium by yet another mailing list of
doom. If this discussion had occured based on the experiences of creation and assosciated feedback, we might have been able to come through with it. But we didn't. 1.3 The Hegemony of the Big Brother A decade ago, the creation of demos on this machine looked totally different. With this sentence I don't mean that it looked swell you guys who have watched, say 40 or more demos, from 1989 do know what I mean. What was unique back then was that those demos were created by C-64 folks with clear intentions of making C-64 demos. Later - about at the same time of the breakthrough of Melon D on the Amiga
scene and later the effect coding on the PC, the focus got changed. People of the other scenes progressed in making more code-intensive routines, stripping the demos of unneccsary graphics and focusing on the effects. This might have been a correct move on the Amiga or the PC, where the processors could handle the new kind of effects in a decent way. For their sake, it might have led to some progress in the demo making. For our sake, it led to Reflex and Smash Design: Amiga and PC-demos made on the wrong computer, using mainly converted IFLI graphics where art ever was used - and even worse, it made the tradition of C-64 techno a fact. Instead of using the boundaries of the C-64, the two above mentioned
groups acted the frontline in the new tradition which thrived after abridging C-64 limitations in different desperate ways. The demos produced often lacked much aesthetic value, but why care since this cool voxel-phong-donut could be coded in chunky 4X4? And thus this cancer spread through the body of the scene, reaching yet a bit longer in every demo released. It started with the entrance of trackmos on the C-64 and it still hasn't ended. At the LCP party this summer, I had the pleasure of discussing this topic with Kjell/Shape who had some interesting ideas to share about creating C-64 demos. First of all, one should be very aware
of the fact that the machine you are working on is a C-64, and that certain ways of expression fit it better than others. This isn't a PC or an Amiga 1200. It's not even a GBC/GBA. The knack is to keep your traditions instead of trying to break totally with them, aka - creating stuff which definitely don't fit a C-64 while faking a breach of the boundaries and limits. Using IFLI - faking your 320x200 16 to 64 col picture - is the most obvious of these tricks. Just as with most of the other faking some type of cooler trick, it usually looks half-baked with all the flickering disturbing the harmonization or disharmonization of colours. And just as with chunky 4X4 effects, IFLI is
made to look neat on a big screen which it does. But of what use is that when it later looks crap on a C-64 with a telly? The C-64 has other qualities far more to use instead of the faked ones; and most of them are clearly not well examined. The usage of multicolour hires, strange filter envelopes combined with ring modulation, half- speeded sounds, over- underlay sprites, singlepixel interlace, creative character effects and much, much more are all examples which are unique to the C-64 and which still are aesthetically appealing. Instead of aligning, adjusting and emitting ourselves to the limits of our loved C-64, we have historically tried to ignore them. But ignoring a wall
finally and dramatically ends when you walk straight into it. And, my friends, the wall is just about one step ahead of us now. 1.4 The Days of Slack and Retro A shift has been made in the norm of what the C-64 scene is lately. In the good old days, a C-64 scener owned a C-64 and cracked, coded, made music or art or even edited, swapped or traded. All of these were different and important parts of the scene. Everyone of those aspects was of importance, and together these aspects formed what I call the scene.
Once upon a time quality productions were respected for what they were, and they were also shown the attention they deserved. If someone put down an enormous amount of work on something, the attention would not fade with tide of new productions. Games such as Maniac Mansion, Wasteland, Giana Sisters, Delta and even demos like Think Twice V and Dutch Breeze were forever etched into the conscience of the C-64 community. But the times, they are a-changing. Suddenly, all you have to do to be a part of the C-64 scene is to show your ass on IRCnet #c-64 every now and then. And the importance seems not to
be what you have done in reality, but rather what you claim to know about the matter. This has, for example, resulted in that a guy which historically has made half a SID-tune suddenly is a respected C-64 scener with a cool know-it-all attitude. Suddenly, you don't necessarily need to own a C-64. You don't even have to produce, swap or trade. Suddenly, to idle at #C-64 is more than sufficient to be a scener. More, these days have brought other ways of distributing C-64 related stuff. In the old times, one could hardly miss a new demo if it was decently spread, either getting it on 5.25" in the mail or leeching it from your favourite or local C-64 BBS. Now we see the mentioned releases being
the most actual releases for one day on c64.sk, with the result of us perhaps leeching it and giving it a glance in the emulator before prematurely shutting it down. Why? because there are far more important issues to do on the PC - either it is leeching pr0n or idling on your faourite IRC-channel. This results in that underdeveloped and loudly marketed productions - may it be lousy games with three just as lousy previews ahead of it gets as much attention as the few pearls of quality which get releases. Besides, the quality releases seldom work 100% on the emulator and need to be transferred - and boy, don't they take time to get into? What a shame in these hurried days! Less time for pr0n leeching! Less time
for idling and writing worthless texts on your favourite forum! To sum it up: the quality stuff seldom gets the notice it deserves thanks to lazyness and a slack attitude from the viewers. Even top notch releases disappear in the never ending mediaflow of the internet. And to be frank with you, how many of you guys have seriously given Enhanced Newcomer a really good try? Or played through more than half of Metal Warrior III or BOFH? Or been listening through half of the tunes in Kjell Nordbo's latest music collection? 50% of you? No. A third? Hardly. Even a fifth?
Perhaps, but doubtfully. If we tighten it further and ask how many of you who have actually done this on a real C-64, the percentage would probably drop to somewhere between 5-10%. To put the focus on a completely different issue, stuff in the old days was often appreciated for being original, swell coded and neatly designed. In these days you can release something on the #1 scene party which sounds like it could be made by f**king Bogg in 1986, although a little hipper drums and get away by winning the compo with it! My opinion is that the best you can do is to watch your back so historical mistakes won't repeat themselves.
The past is needed to know and to break the boundaries of it's era and there is definitely a need to look back to keeping developing today. But that doesn't mean you shouldn't make something retro just for the sake of scene-nostalgia. In my opinion, making Retro is almost as pathetic as a 50 year old man trying to be 20. And you know what? We can identify the same syndrome in both cases. Pretending to make something being, behaving and looking like it did a decade or more ago. Enough said. End of topic.
1.5 - Reinventing the Wheels Finally we have came to the last and final topic of this manifesto, describing the scene of 2002. This issue is indifferent to the other topics, but just as serious. We are talking about mutation, we are talking about dressing wolves in sheeps clothing and lots of other horrifying things, but first and foremost we are talking about reinventing the wheel. So what do I mean by that? Oh - let's just take it from the beginning.
The core is about making the C-64 something it isn't, and more about making wannabe C-64 stuff. Wannabe C-64 stuff is, and has never been, anything which should be connected to the scene. Perhaps the best example of this is having the new operating system on the C64 with a 20 Mhz SCPU card; WiNGS. By making this OS for about 20 persons running a SCPU, the creators have constructed a windows environment for an expanded C-64. This is just what I wanted ever since I first got my TFC III desktop. Anyhow, if it's usable or not is not the issue, the issue is about whether this project forwards the scene or not. And it doesn't, eventhough people try to claim this is a breakthrough for the C-64 community.
At its best, it's an obscurity for SCPU owners with loads of CMD hardware. Even worse though, is the project featured in the topic; Wheels, which is a GEOS-based OS needing just as much extra hardware as WiNGS - and even including a web browser. Same wannabe C-64 stuff as the latter one you could only dream of running on a vanilla C-64. But all isn't what it seems to be. These two obvious wolves in sheeps clothing are also examples of the reinvention of the wheel. Similar operative systems in different packagings exist on all home computers, even on a 386SX which you could get for free. Somewhere, people have lost the focus on the positive elements of the C-64
limitations, and things have gone astray - and still these products are being pushed as great and usable projects in scene magazines and on different web-forums! Why? Because they're made and marketed in the same way Reflex and Smash Designs made demos, instead of using the boundaries of the C-64, the two previously mentioned projects try to abridge them in desperate ways. But the two operative systems are mild examples compared to the following one.
You see- there isn't just software developed claiming to be wonders for the C-64 scene. There is also the Commodore One project, a heavily improved C-64. A neat thingy? Sure, but as usable for the scene as a C-65 prototype. My point is that this scene is based around a core, vanilla C-64 equipped with a drive and cart at its most and it shouldn't be based around anything else. These projects mentioned before should be treated as the funny curiousities as they are. Nothing more, nothing less. Another way of trying to abridge the C-64's possibilities are the recent discussions concerning putting up a C64 web BBS, looking just like the good old
C*Base did back in the days when these nostalgics called out. Following the threads I have noticed that they really miss the feeling of C*Base and would put down much effort to bring the same feeling back. So far so good - but the conclusion. And the conclusion is to emulate the looks of an old C-64 BBS on the web! Just hold a second. Instead of focusing on a way to connect a C-64 to the net an making a C*Base terminal on the PC, another web-bbs is to be produced. The best these folks could do, in my eyes, would be to get a commodore 2400 modem, an interface and make a call to the 5-6 still existing C-64 BBS'es out there! It's worth every minute. And on top of it, it's not retro nostalgia it's real C-64 culture, right now.
And first and foremost it's not about emulating anything which is still existing. 1.6 Summary I think I've made my points perfectly clear. Any of you who do partake in any of the afformentioned issues haven't got my sympathy for your actions, and neither do I believe you are doing anything good for the sake of the scene. We, the scene, have now come to a point where we have to make a choice. Either for the retardscene, described before, which will consume all of the real scene within a couple of years (as the retardscene is too slack to be an immediate threat) or we make a
stand for it and do something for real in addition. And I believe we can do better. Seeing all the fantastic stuff produced last year makes me even firmer in my belief that we can yet again reach the surface and create. But we constantly need to be aware and that's what this article is all about - A Manifesto for a Dying Scene. A scene that has been dying for ten years now and that hopefully will keep on dying for atleast ten more. And my hope for the bitter end is but one; when the scene finally gives in, I hope it will leave with it's dignity unspoiled. My best wishes, Twoflower/Triad.
THE MAKING OF A DEMO ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ by Hollowman/Fairlight When I think of highlights on the demoscene I think mostly of years instead of certain demos. Demos can become boring and old favourites don't always remain as favourites. So I rather think of different years as good or bad, some years give me a positive vibe when I think of them, others don't. Two years I'd like to mention are 1995 and 2001. 1995 because thats when I got my hands on lots of good demos, like the Wonderland series and Seal of
Focalor. At that time groups like Byterapers and Reflex were really active and there popped up a nice trackmo every now and then. I was an enthusiastic teenager back then who just started calling boards and swapping might make me remember things better than they really were. The other highlight is 2001, because when I got into demo making the Swedish demoscene was pretty much in a coma. There weren't any C64 parties (as far as I know) in Sweden between Ekero95 and LCP98. Oddly, things changed for the better. If you check the demos from Swedish demo groups in 2001 you get quite a good bunch of releases from groups such as Triad, Wrath Designs, Civitas,
Active and Booze Design. As for the present, Floppy 2002 was a good start of this year, but then again not that much happened. Dekadence and Civitas are two groups that still hasn't managed to produce anything that felt really solid, although they keep showing signs of having the potential for it. Other stuff that makes me stick around are promised demos from groups such as Plush and Wrath Designs.
The making of a demo: Drop the Basics. One day in September (I think) 2001 Djinn pasted a link on irc to some postcard he had scanned. It was an ad from a mobile phone operator which was in two colours and contained quite a few good looking clean figures. Tempest and I discussed what stuff on the postcard that could be used for demo parts. One of them was a duck with a cloud above it. As I am lazy I suggested we would use the 4Ds duck into something that resembled the postcard one. Tempest was pleased. I did some frames of animation and retouched them in deluxe paint. Chars and overlay sprites were used in this and a few other parts.
At this time I started to be happy that I spent some hours before on making a bmp to char converter on PC. The intro picture with the different group members were inspired by some odd Japanese advertisement that Tempest had dug up. I got the idea to make one half of the demo as an introduction of us as different "cool" characters. Some of the parts that Tempest and I came up with wouldn't fit with the first part or with the duck part so we came up with a third part with very clean design. However, this part of the demo did not get finished. The puking man in the first half is ofcourse inspired by (a rip off) of a Garbage Pails kids picture. I guess
atleast a few people out there like me spent too much money on those back in the late 80's. Coding a puke proved to be quite difficult, I haven't seen that effect before and I don't know any puke algorithms. A mix of scroll, random numbers, sinus and techtech did give a half decent result. I had received the tune from Goto80 which was great, the only problem was that the constant loading took too much time and I tried to cut down each part to a minimum of time but the music still looped before reaching the 8-bit twist part. At the same time I was working on the duck part of the show and had a real problem getting the parts and the music in sync. Same problem here,
loading took too much time. I used an old version of Plushdos because I needed to be able to switch graphic bank while loading. A few days before the X-party where I was going to release the demo I compressed the parts with darksqueezer and noticed how everything loaded much quicker. While calling the music player I kept track of how many seconds into the tune I was, at certain points the parts waited for the right moment in the song before proceeding. Now I didn't miss any of these cue-points, only problem was that I had no such synchronizing in the first half of the demo. So with compressed files it ran through the show much to quick and the end
part of the first half was shown way too long (I wanted to play Goto80's tune to the end). There was no time to fix this so I didn't care really, something more disturbing was that I found it more or less impossible to link the two halves of the demo. I came up with some crappy solution that doesn't work all the time. Its hard to solve problems when you don't know what causes them. Most of the graphics was sent back and forth between me, Bizk and Tempest. It was quite fun to be able to have other people finish your work, but towards the end it seemed like I was the only one who didn't lack motivation.
I had spent some cash on the plane ticket to Holland and no way was I going to visit X without having a demo. The demo didn't turn out qyite as planned, since the last work was done in panic some hour before I left to the airport. But I am quite pleased with parts of the show, especially the second half and my beloved partners in data: Goto80, Mindflow, Tempest and Bizk did a splendid job. I was also very happy that the demo didn't crash at X, I asked WVL that they turned off the C64 before running the demo, which he ofcourse didn't 😊 Signed, Hollowman/Fairlight.
DEMO DESIGN & HISTORY ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ An article by Merman/POL/Role. When I got in touch with Jazzcat with feedback on Vandalism News, I was flattered to be asked to write an article (and provide a tune) for this issue of Domination. And this is the result in three parts - a short history of demos (with apologies to Shakespeare), what I think makes a good demo, and a list of my favourites.
THE SEVEN AGES OF DEMO CODING 1. Learning ‾‾‾‾‾‾‾ The earliest demos on the Commodore 64 were by Commodore's own programmers, designed to be shown on the TV/monitor in a shop window. My favourite has to be the Christmas demo, with several different screens and tunes. As crackers learnt to break into and copy games (and the programmers learnt how to protect them), so intros became more complicated and new effects were tried. This led to the Compunet era - from a simple picture and scrolly (known as "bog" or "bog-standard" demo), to the sideborder and fullscreen tricks by the Judges.
2. Coding ‾‾‾‾‾‾ The next age saw more groups who just did demos, including the formation of some famous names like Crest. Demos became longer with more parts, and musicians wrote music just for demos, no longer relying on hacked music from games. Technical effects like vector drawing and BOBs (Blittable Object Blocks, from an Amiga effect) became all the rage. The other major factor was record breaking - everyone trying to beat the number of splits, number of DYCP's, number of multiplexed sprites etc.
3. Designing ‾‾‾‾‾‾‾‾ The third era started with a true classic - So-Phisticated 3 by Blackmail As well as introducing the FLI (Flexible Line Interlace) effect, the combination of grahics and sound were amazing. The follow-up, DUTCH BREEZE, took demo-making on to a new level. Also from this era is the classic RED STORM by Triad, where the philosophical text and anti-Soviet feelings have a profound effect on the viewer.
4. Calculating ‾‾‾‾‾‾‾‾‾ With the PC becoming more popular and Amiga demos becoming more complex, many groups tried to copy the effects on the C64. The end result was demos like WORLD OF CODE 1 & 2 by Byterapers. Textures, rotating pictures and the famous Reflex doughnuts became regular occurrences, but the catch- phrase became "real-time" - if you were not doing the effect by calculating it in real-time on the 64, you were cheating.
5. Expanding ‾‾‾‾‾‾‾‾ As the commercial scene started to slow down, the demo scene expanded - and so did the resolution of the 64. With 4x4 pixel effects and AFLI, both graphics and effects went to another level. KRESTOLOGY concentrated on delivering impressive screens, along with some difficult to believe effects - from the amazing Super Hi-Res Interlace FLI to the splitting, twisting logo over a FLI picture. Smash Design took on the challenge of re-creating their PC demo "Second Reality" on C64 - and the end result was stunning in it's accuracy.
6. Contracting ‾‾‾‾‾‾‾‾‾ The number of demos and parties started to slow down - but that did not mean the quality was any less. Triad and Crest (with Oxyron's help) continued their quest for design and meaning - REFUGEE from Triad had a deep message about the Balkans conflict, and even single demos became more impressive (ONE-DER from Oxyron, and the joint effort KRESTYRON). However, PC effects continued to dominate - and some people became bored with the endless variations of plasma and filled textures.
7. Returning ‾‾‾‾‾‾‾‾ The obsessive teenagers who drove the early demo scene have become cynical thirty-somethings, working in IT and surfing the Internet. And what do they find? The C64 is still alive and kicking! So, out of the attic comes the hardware onto the PC screens comes the emulator. Booze Design return to the top of the party votes with classics like SOUL and ROYAL ARTE, Civitas and Triad provide us with design AND hard code in philosophical works like CLOWN and MANHOOD, and artists strive to provide something new in the (un)limited palette of 16 colours.
WHAT MAKES A GOOD DEMO? 1. Design It's not enough to think about how amazing your new effect looks on screen; it is also important to decide how to fade it in/out, the timing of any changes, the colours to use and so on. 2. Effect Each age had it's own favourite effect. From DYCP's to rotating textures, raster bars to interlacing, finding something different is what sets your demo apart from the crowd. But don't think it has to be full-frame, 256 colour thousands of calculations a second. I enjoyed "THE COW SAYS MOO" from Dutch Breeze as much as the Gourad- shaded shapes in ONE-DER.
3. Music Demo music has come a long way from ripping a game tune out to use. Trackmos needed epic, dramatic tunes with lots of changes - but too often we got repetitive techno beats. What I want to hear is some cohesion between the effect and the music; a fast-moving vector shape needs a fast-moving tune, a landscape picture needs something gentle. Imagine you were making the soundtrack to a movie - the chase scene needs something dramatic, the deathbed sequence needs something quiet and somber. 4. Scrolly/Text Although scrolling messages are no longer common, the right text can add
so much to a demo's atmosphere - remember Red Storm, which I referred to earlier? The key is to make any text readable in terms of the font AND the content. Quoting song lyrics, a poem or even a world leader can add so much in terms of atmosphere. 5. Time This can mean so much to a demo - I'm referring to three main areas. A) How long the demo lasts. Too long, and the attention drifts. Too short, and it loses impact. B) How long each effect lasts. Unless there are lots of patterns and colours, 30 seconds to a minute is long enough for most parts. C) How long it takes to change parts. The trackmo and dentro rely on fast changes between effects, keeping up the pace. This is
like advertising in many ways, but you have to catch the viewer's eye. MY FAVOURITE DEMOS I have seen a lot of demos over the years, but at the same time I cannot say I have seen every demo out there. The following list includes some of my favourites, which have all been chosen for outstanding effects and code, good design, and their use of graphics and sound. All of them appear on the Binary Zone CD-Rom, and I have spent many hours watching demos in the emulator and transferring them back to a "real" C64 (which is where I suggest you watch your demo for authenticity).
THE 4TH DIMENSION by THE VOICE The Amiga-style effects and graphics blew me away the first time I saw this. TORTURE by PADUA First in the series, Padua showed an effortless blend of design and code. SPRITEMANIA by GENESIS PROJECT Here is a record-breaking effort, which uses a lot of sprites; the unique aspect of the VIC chip that made so many demo effects possible.
WONDERLAND 8 by CENSOR DESIGN The whole series are recommended viewing, but this has a movie theme running through it and an excellent use of graphics. LEGOLAND by FAIRLIGHT Another demo in a series, notable for it's use of raytracing, a first on the 64. DUTCH BREEZE & SO-PHISTICATED 3 by BLACKMAIL Both of these are classics that should be in your collection. As mentioned before, the unforgettable FLI picture
in So-phisticated III is matched by the sheer wealth of talent on show in Dutch Breeze - from massive bitmaps to the Reyn Ouwehand music and some great code, but it is the overall experience that you remember. RED STORM by TRIAD Enough said about this one already, another demo that is an experience. SEAL OF FOCALOR by MEGASTYLE The combination of detailed graphics and sampled musics (by the legendary Cycleburner) make this a demo you cannot miss. It has a creepy
atmosphere all of its own. UNPLEASANT WAYS TO DIE by HYSTERIC It may be a slideshow of transferred graphics, but the subject matter and the excellent presentation mean you can watch it again and again. TOWER POWER by CAMELOT I was impressed by the 70% version, I was blown away by the finished demo. It got 98% in Commodore Format, which it deserved for its all-round excellence.
MATHEMATICA by REFLEX There had to be a Reflex demo in this list, but choosing one proved difficult. This gets the nod due to its wide range of effects, the awesome PVCF music, plus the very impressive note file that streams data from disk. KRESTOLOGY 100% by CREST Crest again, but this time it's all about the graphic resolution. The detail and colour of the pictures in several advanced resolutions is so good. (True story - one of my earliest demos appears in the Binary Zone catalogue just before this demo, but there is no way it can hope to compare with Crest's
release!) SECOND REALITY by SMASH DESIGNS As mentioned, this relies on PC effects - BUT the design and implementation is so good, from the MS-DOS configuration intro to the movie credits with mini-pictures of each part. REANIM8ED by HITMEN The first time I saw the fullscreen animated spider from this demo I had difficulty believing it wasn't real! An outstanding achievement.
ALBUM OF THE YEAR A brilliantly presented music collection with so many exclusive and outstanding tracks from a multitude of musicians. Y2K by PLUSH (three disk sides) Not only is it a brilliant series of animations about the Millennium bug, but this is brilliantly coded. MERMAID COLLECTION A very talented person, Mermaid does it all - music, graphics and code! She also concentrates on good design, and her bitmap pictures have a unique style.
DEUS EX MACHINA by CREST&OXYRON The most recent demo in this list, and another classic from Crest - with the help of Oxyron's amazing coder GRAHAM. Again, the resolution of the graphics are amazing (particularly the intro picture), and there are some fantastic effects. It also thanks you for watching it on a real 64.
..:: VIEWS ::.. by JailBird/Booze Design Recently I was re-reading some old magazines and realised that most of the things I'd like to say about C64 graphics are more or less already told by people who have similar thoughts about pixelling, like DeeKay or Cupid. And I find interesting that articles written ages ago and the discussed subjects are still very actual. Converting or originality are sadly still in focus, but as simple as is, everything gets plained ignored once and a while, and we start it again and again.
For example, why don't we set finally the lines on the issues of graphics- compo rules, as everyone seems to agree on that. It's good to have c64.sk or CSDB forums, but, give it no more than two weeks and a session will dry out. However unusual or trivial topic is, like compo-rules, people often get bored or uninterested. And no progress, we are on the start- line again with the same old problems. Tapping on the same doors since I know about the c64 scene at all. And what's the use of recycling subjects? I changed my mind in a positive way considering the ideas about graphics on C64 after reading a very huge
amount of mails which were talking about the same theme: originality. It was about copied art, borrowed motives and similar stuff, let me not bore you. My first reaction was based on some weird scene traditions I was respecting too much in those days. Yet, I realised my confusion, and got very eager to take my next step: I ripped off the "Boris 2002" eye-covers, looked around and realised there is way more in c64 pixelling than copying someone else's artwork. And if I was able to leave the bandwagon, I don't see why talented technical graphicians Katon, Leon or Valsary
can't move on? Ignorance, could it be the case? Because the lack of talent for sure is not... So, some of you might be familar with Se7en's "Art that isn't", which isn't ground breaking in it's kind but based on a very smart (although a bit unfair) project: "No copy?", the site where you can find the original pieces of graphics made on PC/Amiga (but if I recall right I've seen a C64 picture there as well - not sure, don't take my word on it). Unfairness in my eyes is that graphicians charged as copycats on that site can feel "picked out", they can deduct it as a personal attack.
As long as such a site isn't completed, while dozens of graphics and (even very respected) graphicians are left out and only a few are listed, the work seems way too unfinished and it can give a false view. As for me, I realised it's meaning, I can accept it, and let's hope most of the sceners are opened minded and can get the point, but what about a major update Se7en? And then imagine this. Ahem, I mean, you don't have to imagine, just take a look at the graphics entry that finished number five at Symmek 2k. Now someone please tell me which
motive is recycled on Amiga/PC (but it's highly presented on the c64 too)? I believe that an "eye" would get quite a lot of votes. "Eyesore" by Sebaloz is based on one of those naive screens of eyeballs/eyelashes/eyebrows/etc and I wouldn't find any problems considering that, I enjoy that style, I myself pixelled similar stuff. Yet, what almost dropped me to coma is the screen in front of the picture: "stay original, don't copy". I mean, come on! Nothing personal, but this is low. These kind of pictures/acts would deserve to be mentioned at ATI much more than anything else.
Let's not call something unique just because it's not 1 by 1 copied from an air-brush painter or Amiga/PC graphician. That's not enough. Originality shouldn't stop painting women or faces in different positions, surrounded by a colour-fade. Do make the watcher positively wondering about your ideas while sketching and pixelling. Overused motives like landscapes, creatures of different kinds or dolphins jumping in front of a sunset will amaze only those whoo look with the same satisfaction on Vallejo remakes. Speaking of originality, about art that IS (or could be) art, I'm absolutely not
the one who will get into very deep details. I was unlucky enough to have lessons about design and art in school, and I still deeply regret my few months in the local artist-assembly too, it helped me a lot for "art" becoming a sort of negative word for me. The only thing I never realise, are those "golden rules" of design that, apparently every designer who wants to become good, has to learn, and people who - for some strange reasons - presume that art comes from originality and/or innovation of any kind, or vice versa, nevertheless many are using a script of "let's make something abstract or avantgarde, let's just put together some of this and that
let's shock the people, there's no wait it won't seem original and arty". In my opinion they're actually feeding the public with air! Ok, some are capable to call that snobistic way of work exceptional, I'm not. For me, art is mainly about fine skill, the hard core, then the innovation and/or originality, there are hundreds of artists in real-life, that weren't innovating but following a certain "school", even copying one from the other, but we still look at them with huge respect. It's a thin line between the options and ways of talent and originality, but however "refreshing" could be someone painting with cooked
dogshit (I'm not kidding, there is really a guy in England doing that!), I take my hat off who call that original. Unfortunately we see enough cooked dogshits with sceners getting amazed by them on the C64 scene as well. Graphics only? Not necessarily. Blip-blop music and senseless textual orgasm built around some ugly effects just for the sake of being an original demo is mostly destined to be deleted from my computer. And I'm sure I'm not the only one thinking they're tasteless. Now you are free to call me an ignorant idiot who can't realise modern art.
You'd probably be right. New parties on the way, I'm curiously looking forward to see if there will be any scrolling pictures on North 7, as the compo-rules didn't mention anything about not accepting them as graphics-entries. Personally, I'd do a pre-selection and move them to the demo compo, as it's the most unfair thing competing since wired pictures. At least you have a fair chance to win against a converted piece, while you'd never be able to compare a still picture to formally a demo. Ofcourse just again, not even a word about handing in work stages.
Seems that people will never learn. So I leave you at this point and let you draw your own conclusions, perhaps there will be some positive movements lead by one of the C64's graphics-field mainsprings: the party organisers, as it really becamse the most controversial scene since the death of cracking...
Prologue Hello dear readers, this is the second chapter of my tutorial on maths in ass- embler which was first published in GO64! magazine. The first chapter was re-published in Attitude #4. Mathematics in assembly, part 2 Last time we discussed the basics, the representation of negative numbers, and a bit of elemental maths. This time, as promised, we pump up our number range of 8 bits a bit. by Krill/Plush Our small number range of 8 bits may be sufficient for the beginning but soon it
is not enough for one's purposes any more. But how to enlarge it? Quite simple. Let's say we want to have a 16 bits number, that's two bytes. So there are 16 bits now, that means the number can have values from 0 through 2↑16-1, i.e. 65535. The second byte is just the logical continuation of the first one, it contains the bits 8 to 15. But how to compute using this number? Computing with 16 bits At first one should store the number like our computer proposes, in the order lobyte, hibyte. That means the first byte contains the less significant bits 0 through 7, the following byte the more significant bits 8 through 15. The simplest type of calculation, to add
numbers, works just like this: CLC ; clear carry bit LDA number1lo ADC number2lo; add lobytes STA number3lo; result's lobyte LDA number1hi ADC number2hi; add hibytes STA number3hi; result's hibyte. The carry bit is cleared, the lobytes are added and the result is stored. But the carry bit is not cleared before adding the hibytes because of this: if there is an overflow while adding the lobytes, the result of the hibyte addition is automatically increased by one because of the previously set carry bit. Just an example - $0340 and $05C1 are to be added. So at first $40 and $C1 are
added, afterwards the accu contains $09 because the carry bit has been set beforehand - ADC means add with carry bit. The correct result of $0901 is calculated. The subtraction is done in an analogous way, the only difference is to first set the carry bit instead of clearing it. If the numbers are signed it is just as easy, the results stay cor- rect. The example routine may be ex- tended for more than 16 bits, just add more ADCs without CLCs. Halving and doubling is again a little more compli- cated. Shifting 16 bits If the number $17C4, as an example, is to be doubled that would look like this:
LDA number1lo ; $C4 ASL STA number2lo; $88 LDA number1hi ; $17 ROL STA number2hi; $2F. The result of $2F88 is stored in num- ber2. After shifting the lobyte left, the accu contains $88 and the carry bit is set. When rotating the hibyte left, the carry bit is rotated into the result which will then be correct afterwards. Again it's possible to extend the routine for more than 16 bits, just add some more rotations. When halving, the sign has to be taken care of again (see last chapter, published in Attitude #4). It is located in the MSB, like usual, which is bit 15 in this case. The hibyte has to be
halved first because the bit falling out must be rotated into the lobyte. It should look like this: LDA number1hi CMP #$80 ROR STA number2hi LDA number1lo ROR STA number2lo. With the gained knowledge we are able to perform simple calculations with 16 bits - but what exactly is it what we have gained with those 8 more bits? The interpretation of our numbers It depends on us because the computer just dumbly computes, while we inter-
prete the values. As an example, we could say our numbers range from 0 through 65535, or, with sign, from -32768 through 32767. So we have a much larger number range. What if we interpreted the lobyte as fraction byte? We would have fixed point numbers with an accuracy of 1/256! In that case the 8 lowmost bits won't have the significances of 2↑0 to 2↑7 but 2↑-8 to 2↑-1 instead. What's the deal with that? The usage of fraction bytes Of course at first more accuracy. As a simple example besides complicated calculations the following shall be men- tioned: an animation is held in the me- mory. When showing another animation
step each screen frame, the animation is too fast. When showing the same animation steps for two screen frames, it's too slow. So a following animation step must be shown 'each one a half frames.' This is were a 16 bit fixed point number is useful. It's initialised with $0000. If a new animation step was to be shown each frame, $0100 would be added to the number, as the hibyte represents the number of the animation step. If the animation should be at only half that speed, $0080 would be added each frame. What's needed is a value right between these two, $00C0. Using it, the number will be $0000, $00C0, $0180, $0240, $0300, $03C0, $0480, etc., successively. So the hi- bytes, i.e. the shown animation steps, are $00, $00, $01, $02, $03, $03, $04,
etc. The animation speed is right bet- ween 1-framed and 2-framed. More than 16 bits As already mentioned above, the rou- tines can be extended to more than 16 bits without any problems. Only the po- sition of the decimal point has to be defined by us, nothing more. One could, for example, calculate using 24 bit num- bers having two fraction bytes, which would mean an accuracy of 1/65536. But that wouldn't be very useful with addi- tions, subtractions, shifts and rota- tions. From the next chapter on the multiplication will be discussed. That's were a high precision is rather needed.
HD-Park-Switch ‾‾‾‾‾‾‾‾‾‾‾ (or How to Patch a CMD-HD to your own needs) by Ninja/The Dreams (ninja@the-dreams.de) One thing I really like about the C64 nowadays is that it is a quiet computer. No fans or similar, just wonderful! Unfortunately, the SCSI-HDD inside my CMD-HD is the opposite. When it is running, it sounds like an aeroplane. Being a curious programmer, I tried to get rid of this annoyance. I realized that I never use the 'Write protect' button. So, maybe I could abuse it to
park/unpark my HDD? Well, the forthcoming project might not be too useful for most of you. Nevertheless, it might give you an idea how the CMD-HD works and how to apply own patches to the CMD-HD-ROM. You never know when you might need that! How to do First of all, the HD-ROM is not really ROM but infact RAM which can be protected from storing data to it. This makes sense, as the HD-KERNAL has to be loaded from the system partition when the HD boots up. Furthermore, upgrading the HD-DOS
does not require hardware modifications. Ofcourse, it also means that applying patches is pretty easy: unprotect RAM, modify KERNAL, protect RAM. If the 1541 had such capabilities... The patch itself is quite simple. Install a backpack to that point where the 'Write protect'-flag was toggled. From there, send the corresponding SCSI-jobcode to park/unpark the HD- mechanism. Finally go back to the standard procedure. ROM-versions 1.86, 1.90 and 1.92 are handled (are there any more though?), though only 1.92 was tested. As we do just easy stuff, I do not expect many problems with those older versions.
For the rest, I will let the source-code speak (I assume you know a little about sending and executing drive code. All necessary information was re-engineered (and that was the main work) by me or Doc Bacardi/The Dreams Enjoy and comments are welcome. ; HD-Park-Switch V1.0 by Ninja/The Dreams in 2002 org $0801 binclude "help/hdpshead.prg",2 ; include BASIC-header, which contains ; some information and will start the ; following routines.
; Works in 64 and 128-mode! align 256 ; start at beginning of a page jmp_in: lda #$0f ; channel #15 ldx $ba ; use current device tay ; use command channel jsr $ffba ; set file-parameters lda $fff6 cmp #$ff ; check platform bne c64_found ; c64, then jump lda #$0f tax ; set memconfig for channel jsr $ff68 ; in C128-mode ldy $2e ; get C128-BASIC-start byt $2c ; skip next opcode
c64_found: ldy $2c ; get C64-BASIC-start iny ; increment to point to this ; page ldx #lo (mw-command) ; lobyte of ; command lda #hd_code_len+6 ; we send all ; bytes at once jsr $ffbd ; set up memory-write- ; command jsr $ffc0 ; send command ldx #$0f jsr $ffc6 ; set channel as input jsr $ffcf ; get char cmp #'0' ; "0" from OK-string? bne drive_err ; if not, skip execution ; will probably be a non
; CMD-HD-drive ; complaining about the ; long command string ldx #$0f jsr $ffc9 ; channel as output lda #'U' jsr $ffd2 lda #'3' jsr $ffd2 ; send "U3", executes at ; $0500 drive_err: jsr $ffcc ; restore input/output lda #$0f jmp $ffc3 ; close channel and go ; back ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
mw_command: byt "M-W",0,5,hd_code_len hd_code: phase $0500 ; HD-code is at $0500 sei ; no interrupts ldy #2 ; check 3 ROM versions ; (1.86, 1.90, 1.92) next_rom: ldx rom_ofs,y ; get version-specific ; offset into x lda #$4c ; $4c = JMP opcode cmp $f28a,x ; present in ROM? bne wrong_rom ; no, then next version sta bp_mod+1 ; store address_lo into ; our backpack
lda rom_jmplo,y ; get version-specific ; offset into x lda #$4c ; $4c = JMP opcode cmp $f28b,x ; present in ROM? bne wrong_rom ; no, then next version sta bp_mod+1 ; store address_lo into ; our backpack lda_rom_jmphi,y ; get version-specific ; address_hi cmp $f28c,x ; present in ROM? beq rom_found ; yes, then go patch wrong_rom: dey ; try next version bpl next_rom ; still one left? cli rts ; no, then goodbye ; without changes
rom_found: sta bp_mod+2 ; store address_hi into ; our backpack lda $8f00 ora #20 sta $8f00 ; unprotect RAM ldy #bp_len-1 copy_bp: lda backpack,y sta $ff60,y dey bpl copy_bp ; copy backpack to $ff60 lda #$60 sta $f28b,x lda #$ff ; apply JMP $ff60 to ; version-specific sta $f28c,x ; address
lda $8f00 and #$df sta $8f00 ; protect RAM cli rts ; goodbye backpack: lda #$f8 ; SCSI_Jobcode 'Start ; Device' bit $49 ; Check for 'Write Protect' bpl wp_disabled ; disabled, then skip ; next opcode lda #$fa ; SCSI-Jobcode 'Stop Device' wp_disabled: sta $20 ; into Native-Job-Que bp_mod: jmp $ffff ; back to original routine self- ; modified from above bp_len = *-backpack
; V1.86 V1.90 V1.92 roms_ofs: byt $f28a-f28a,$f2f6-f28a,$f331-f28a ; where to patch rom_jmplo: byt $be , $2a , $65 rom_jmphi: byt $f2 , $f3 , $f3 ; what to patch dephase hd_code_len = *-hd_code end $0801
Scene Ethics - Wiring or not? Probably still one of the most contro- versial discussions in our scene, the question whether it is okay to wire graphics from Amiga, PC or Macintosh to Commodore 64, has been going for years. While some argue that as soon as you don't do all the work on a C64 it- self, it shouldn't be considered C64 graphics, others frown upon the fact that to some the use of tools like pho- toshop on more sophisticated machines is simply a waz to get more work done in less time. The term "wiring" itself is defined as the transfer of data from any other computer to the C64 by means of a suitable wire/cable, so basically, you can "wire" graphics, but you can also
"wire" music or assembly code. Cross+development for Commodore 64 isn't new. Over 10 years ago coders already made use of the more comfort- able editors on other computers to get their work done, even assembling their programs on 8086 PC's and only wiring the executable machine code over to the C64. Not too long ago, the release of Goattracker made wiring of C64 mu- sic available to the larger scene aswell. Yet, no one seems to mind wiring code or music as much as they condemn wired graphics. In a time where professionals use 3D object scanners, stop motion tech- niques and motion sensors on human
bodies to get the best possible result in a short amount of time, why should a C64 scener still spend days setting pixel by pixel in a small-framed zoom mode - and probably even using a joy- stick to do so - to create an image? An image isn't better because you've put a transparent grid on your sketches and traced it pixel by pixel instead of using a scanner hooked up to your PC and then wiring the resulting scan to your C64 - it just takes more time. Why should C64 sceners be required to spend more ime on their graphics than needed, when instead they can make use of today's technological advan- tages to speed up their productivity, possibly resulting in the release of more productions for our beloved Com-
modore 64? The C64 sene is a hobby, and not every- body can spare the same amount of time for it. Some of us have demanding jobs, others have family - just because real life is catching up with most of us does not mean we cannot be allowed to still be a part of the scene. Everybody who feels that he has to spend the time creating a picture the conventional way is welcome to do so and certainly earns the respect for his devotion to the little machine and its inadequate utilities and for the time he is willing to invest, but so does the scener who deliberately decides to limit his work to 16 colors and a 160 x 200 resolution, even if he does the majority of his work on another machine. The re- sult will be displayed on a Commodore
64 and hence will show the rest of the world that there are still people left who care for this ancient computer. Wiring is a way of raising productivity, and, as that, it should be accepted. Even converting existing art isn't al- ways bad. For example, Deus Ex Machi- na by Crest - voted one of the best, if not THE best, C64 demos ever by the majority of sceners - starts off with a wired picture, as Deekay openly points out in the accompanying note file. Does that make the demo less brilliant? Doesn't it rather help to make the demo more appealing as a whole, starting with a mindblasting full-screen picture of a beautiful lady? Of course an origi- nal picture by Deekay might have been
even better, but being aware that it took him ages to draw the other full- screen picture included in the demo, we might not have seen Deus Ex Machina for another 2 or 3 years. That's cer- tainly not what we want, especially since, for most of the scene, the wait for the release of the final version seemed to be unbearable already. The only way wiring graphics should not be accepted is when it is used to copy other people's art to Commodore 64 as a single graphic to, for example, be entered into a graphic competition. Graphic competitions, by their very nature, are for artists to compete and show off their own creations. A ripped or converted graphic in a graphic competition is just that - a
ripped or converted graphic with little, if any, creative value. A demo, how- ever, is the combination of the creative effort invested into concept, design, code, graphics and music. As long as a converted picture is not the only noteworthy part of a demo and instead helps to combine the audial, visual and code to create a work of concept art and design as a whole, that is what our scene needs and craves. Commodore 64 demos of present and past are full of copies of other people's art - be it fantasy art, Heavy Metal covers or cartoon characters. We cer- tainly won't be able to change that - and we don't have to. We do want our little Commodore 64
scene to continue for another while, stay productive, see new creations released at the parties to show the PC/ Windows lamers :-) that we still exist, that we still care for our computer and that it is in no way as obsolete as as they might want it to be. If wiring helps you to still be a productive and, most of all, creative member of the scene, please do! se7en /digital excess
The C64 demo scene The tradition of art and technology From where do the demos come from? What do you think, when you was a total newcomer in the C64 scene, and you saw your first C64 intro? There is usually one coder behind. What do you think, if you saw a C64 demo after that? You see, there seems to be at least a coder, graphician and composer behind the job, and usually from the same group. You can't find any real names, but you found those funny or schizophrenic nicknames acting as authors, who made the demo, and what
they did, in the demo credits. What do you see when you run 10 different demos? Some demos seem to refer to each other somehow. Yes, there seems to be a larger scene behind - and somehow they are communicating with those scroll texts only... It is the demo scene, and most likely a C64 section. But I guess, your first questions were actually: "Why? For What? Can I learn to make something like that?" And you know the answers - they are made for fun. Not for money. This is crazy, isn't it? But why did you decide to join the C64 scene then? Maybe just for the fellowship? To meet
new friends? Or just for fun? Or to gain some knowledge? To gain some fame? To get in touch with foreigners? To get the latest demos? Or originally, games? Or tools? Or to cultivate yourself? Why is there such a large "scene"? How could it work? What are the depths of the scene heart? What's the clock? Where? WHY? Ugh. Well, actually, today almost every computer user has heard something about this underground culture of a demo scene, unlike 20 years ago. And you may consider a guy who really asks questions like this as some oddity from outter space who has been playing too much of Zak McKracken.
Ten years ago, those 'demo scenes' were more intact and covenant for seperate "C64 scene", "Amiga scene", "PC scene" as an example I can mention about being the biggest visible demo scenes around. In those early times, you probably heard about this strange 'demo scene' from your friends, who were already involved. Someone set up an own group, and ofcourse you joined. You thought, it was so near to your interest in computers, you decided to join, maybe even some foreign group. You noticed it is a nice hobby, which lately gave you some inspiration on testing your own skills and vice versa. Was it maths and coding, graphical or a musical talent? or maybe just making
some contacts... does this sound familiar? Today, there is no distinct limit between scenes like "PC demo scene" and "C64 demo scene", because more coders are involved with both PC and C64 coding. The demos have got influence from other platform's standards and the coder's point of view, what a demo should look like. A lot of today's C64 demos have got most of the influences from the PC scene demos, and some early '90s made demos got some influence from the Amiga demos respectively. It was all about a competition between the computer platforms (even group
wars) and usually the show was all about "we can do the same effect with C64" - but do those interpretations look nice on C64 than the same effect on the original platform? Not always! They tried to achieve the same speed with heavy precalculated maths, and ofcourse, the higher the speed was, the smaller resolution you had to use. The watchability of the demo suffered for the resolution and ugly animations - which was frequently complained about. "No more 8x8 res!" All the stuff had to be done quickly, and the quality suffered for that. Even the demo design was equally PC-styled.
Ofcourse: those demos were actually made just to win the party competition. Despite that, there is still a lot of "native" C64 sceners which stay with the native C64 hardware to create the demo art. And I am not just talking about demo code, but also graphics, music and the demo design overall. In the early middle of the 1990's, a concept of "oldskool" and "newskool" demos were born. The demo makers were usually classified into those two categories. Those "oldskool stuff" creators wanted to stay with the old'n'nice effects with style, which would always prove to look good.
Respectively the newskool creators mostly considered the oldskool stuff too old-fashioned, out-of-vogue and worn-out, and wanted to show their new ideas - which only seemed to be mostly that interpreted from the PC demos. No hardware tricks anymore, just precalculated maths and animations made of newly 'found' algorithms, but which was not actually anything new. The design and the style of those modern demos started to resemble more like nice music videos or 3D landscapes movement, rather than any simple effects described in a scrolltext in each part. Any press-space parts and scrolltexts were dumped in favour of the nice 3D show. But: Those newskool demos also tend to be quite boring.
That's why those newskool demos were usually only checked once - when it was a demo compo showtime at a party. BUT! It seems we haven't lost the track totally. The C64 demos still have their own style, and they will have it forever. Just because the limits of the hardware - and ofcourse other possibilities. Have you thought about how the best of an oldskool + newskool demo design would look in the same demo? How nicely could they fit together? Well, all this depends a lot on design. As we know, PC demos have gone more or less like some music videos or short 'movies' of cheap 3D stuff. The PC hardware development are still getting
more and more powerful, continuously. The machines have become very fast, should I say - too fast, and the 3D cards can do most of the 3D things and the coder doesn't have to care anymore. If you were a 3D programmer but also a C64 scener, and only were used to the comfort of 3D cards, have you thought: can you do the same with C64? There is a need to consider about programming your own 3D, some light reflection and texture handling algorithms you have never coded yourself. Also some oldskool effects could take place somewhere, where 3D is too slow... Could it be too hard a BIT to CARRY out? 😊
Actually, I do not mean that it must be some rude mixture of oldskool + newskool stuff! Rather something personal. To make the similiar looking code on a C64 is a challenge - with the same quality.. or even better. The art of using 'minimalistic' things to make a demo - I like the idea, and most of the sceners do. Coding on a 8-bit machine is different than any Pentium machine running Windows/Linux or whatever OS. There we can rely more into strict hardware and I/O programming instead of today's trend of interface between a coder and hardware, like DirectX or OpenGL things. Someone could have said,
programming on 8-bit computer like a C64, is minimalistic.. you have got smaller limits, and it is up to the coder how tight and how fast the code could run... Yet the code and graphics aren't the hardest part to run with both platforms to get it looking the same. But let's take for example the C64 SID chip. Producing sounds. I can say it is a real challenge. Is there anything similiar? You guess, composing with SID is different than composing with samples using PC trackers and some 'multimedia' sound card. The C64 voice is mono and 'only' 3-channeled, and so
squeezing many different voices into one channel is not an easy trick... Without using any music editors, but making the tune in assembler or a MC monitor, you need to know about the SID registers. With using C64 music editors, the task of composing is easy, but probably not as easy as the Protracker-kind of editors on PC. You just need to know, how to control the voices and create the instruments atleast. The features could be very different, and the user interface may vary between complex keyset and PC/Amiga styled trackers which are easy to use. The hardest part is usually to create the equal instruments...
The features depends a lot on a music editor, which you are going to use - and for C64, there is a lot of different editors to choose. If I'd say, each composer could have one editor, you can get some of image to the amount of editors there would be. Then you can choose one... Ofcourse you can also play samples with SID - but that is just a bunch of memory and the processor time wasted to playback the samples, and you should save these resources to run the demo, while playing the music. In most cases the samples don't take the place in most demos.
C64 and SID is a simple combination of hardware to make the sounds, you may need some kind of stereo divider though. Comparing SID to e.g. some SoundBlaster, you are missing the stereo effects, and SID has a uncompressed and unmanipulated sound of just a few constant waveform types. It is up to you how you can manipulate the SID to produce sounds. With common music editors the possibilities are quite limited - but not too limited, it is a fact that you can always find some very nice and fresh sounds out of it! If we compare SID (C64) to VIC (Vic 20) sounds, it has a lot more
control register for the sounds and thus those nice pulse and filter sweeps are possible... The worst disadvantage in VIC is that it is rough on it's sounds, as it only uses 7 bits for a tone frequency as a constant value to the freq oscillator (!) So the channels will need a fast 'modulating' frequency code to keep the sounds tuned. And ofcourse... with samples, theoretically almost anything is possible. You can feed 4-bit samples through SID's volume register (amplitude throughput), or even up to 12-bit samples through pulse width registers (pulse width modulation) easily. Well, you have heard those
sample tunes on C64, they can't beat the analog SID voices on sound quality. The samples cannot be compared with PC soundcards, when all of the boards can handle at least 16-bit stereo samples (unless it was not an unbalanced resistor DAC attached to your LPT or even IBM sound technology hehehe) and using editors which produce 32-channeled music with instruments using volume and panning envelopes... Some multisid C64 configurations will do the trick, and multispeed players master the sound 😊 Unfortunately a multispeed project is not quite everyone's dream, because there is a need of atleast one spare SID chip, he needs also some 'soldering skills' placing the new SID and to make
all the needed modifications, and a decision of a memory area where the other SID's should be mapped. Thank god the stock C64 is always enough for the music pleasure! If you chose a PC, you need to buy at least a soundcard, download, install it's drivers and then pray. The PC soundcards have a lot of unnecessary attachments, game controllers and so on... Well, actually those controllers and additional ports are an idea more than 10 years old, done with PC hardware, but nowadays' soundcards have gone into 3D sounds... and a digital audio. My humble opinion is, that I'd more like to listen to MONO SURROUND, produced with a real C64, rather than some low
quality 3D 'thing' coming from PC 'multimedia speakers'... Which I'd rather use as a birdhouse than discant speakers.. hehe. Ok, after rambling a lot out of the questions... You see, it is not easy to describe the damn whole scene depths in just a couple of words! Let's bring up the final question, not mentioned before, but very frequently asked: "Why do you still work on a C64?". Every day I am afraid I have to answer this question asked by some burdensome non-scener, who does not understand what the word "attitude"
means, so I leave it here. Do I have something more to say? I simply love to see those demos... And the diskmags, bring those depths out of the scene heart close to you... It is really nice to see there is still a lot of guys and girls creating the art to their finest... and I had a great time to discuss with the sceners about their and others' productions, and ofcourse, sometimes with some more rough critics... We are the family. Agemixer/Skalaria.
..:: Jazzcat's Covenant ::.. My unobjective chamber of self-opinion ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Greetings C64 extremists, Your editor in chief is once again before you with some further ramblings, this time in a more biased manner. Here I will print things how *I* see it or how it actually happened. This section will also contain debates and disagreements from other sceners. Let's proceed...
There seems to be divisions or 'rifts' forming in the scene over the past few years. I have identified three 'main' groups of people: C64 Extremists Emulator users SuperCPU users Ofcourse there is other groups too but I wish to focus on the above three. The C64 _only_ fanatics argue against people using emulators, saying that they should use the real thing. Mostly people are worried about their hard work put into C64 warez and they want the end-user's first impression to
be a good one, which is something not possible on an emulator (e.g. ifli pic). The C64 extremists argue that if people were dedicated enough, there would always be room, time and inspiration to use the real thing. Other main points they mention is 'tradition' and the incapacity for emulators to reproduce SID music. Emulator users retaliate by providing facts such as emulators help people re-discover the C64 at no inconvenience. It enables people to view C64 software at their work place, without lugging in the equipment.
These two groups have been arguing for years now. But then some new hardware arrived - the "SuperCPU". This expansion for the C64 increases the stock C64 from 0.98mhz to 20mhz. Emulator lovers and C64 extremists mainly say that it came "too late" in the scene and that there is not enough users that have one. Also the "ridiculous" price is not exactly inspiration to buy one and is considered too expensive by most. Some argue that effort should only be directed at C64 only, rather than Scpu only.
SuperCPU users argue of the possibilities of the expansion and that it should be supported more and also that existing C64 software could work on both C64 and SCPU, with the original C64 software being modified so it recognises a Scpu and utilises it. But why all this arguing? Myself, I am guilty of it, I fall into the C64 extremist category and have a problem with emulators. BUT, we must be realistic in our approach, after all - C64 hardware will not last forever and for some people it is very difficult to get. However, I do believe in using the real
thing, any production I am involved in I like to imagine it is being viewed FIRST on a real C64 (but I have to also consider this is not true and it maybe being scrutinised on some PC emulator or something else). The SuperCPU is a great addition to the C64, just a pity that it is not as popular as the Action Replay and 1541. I think it is great that people are supporting the SuperCPU with exclusive software (e.g. 'Metal Dust' by Protovision). But I prefer the idea of enhancing existing C64 software to work on the SCPU rather than producing exclusivelyt for it. After all, C64 + SCPU means NOT
C64 in the minds of some 😊 This debate has no end, every one has there own opinion. I just hope that people can quit wasting their energy on it and direct it into something positive like releasing something on the C64 😊 The argument between these divisions in our community doesn't annoy me as much as this statement: "No C64 games and disk magazines are being released on C64 anyway" This really gives me the shits (I have to change my pants LITERALLY!). I guess it is because these are my two most
cherished sections of the C64 😊 Sections which I am quite active in and continue to be. I guess when people say "that part of the scene is dead" or "what is the point of a disk magazine with the internet around" I am offended by it. What I don't fucking understand is what gives people the right to say something is "dead", especially when: 1.) They are not active in the scene - so how do they know the total picture of what the hell is going on in the first place?
2.) The individual is just that. One person. How can he voice the opinion of 'all' sceners? 3.) They don't even download any of the wares and fully check them out. So why do they make comments on something they have never seen? Sure, the C64 is not what it used to be as far as certain things go, but it is still around and will continue to stay around and kick your lame arse from time to time ;) Quit your whining and involve yourself within the scene. Not outside looking in.
C64 Scene Database Forum "Gentlemen prefer zips" DOOSOO: "I'm just thinking that why so much of todays 64 software is in zipped form. As we all know, the size of an unzipped d64 file is 170 kb. Whats the purpose of zipping that? And of course the actual program file on the disk image is crunched. Ten years ago all this made sense. Now we're living internet time and the byte transfer speed is much faster than ancient times. I don't like unzipping.
PIXMAN: "Well, do you prefer downloading four disk sides or one zip file...? I prefer the zip file. And btw, C64 users are still like in the 80s, you know ;-)" STEPPE: "Well, for me it's mostly about saving webspace. You can imagine that 31 MB of zipped d64s take up well over 60 MB uncompressed. Considered that I only have 75 MB I would have nearly no space left for all those neat screenshots. ;-) And have you ever thought about the fact that the majority of people is still
surfing with ISDN or 56k modem, some even use their C64 with a 14.4k modem? I could deliver much more arguments in favour of zips but I better stop here. HOTH: "I can't even remember the days I didn't use ZIP. I love it." ROUGH: Quote: "C64 users are still like in the 80s" "Haha, that's the best sentence I have heard for while on a C64 forum. Really."
WHITE FLAME: "There's also the benefit of including readme files for extra info, or source code, etc." CUPID: "And only FULL d64s are 170kb, most of the time a zip is a lot smaller. And there is also the bit about linking to it on a website. Linking to a d64 directly causes trouble on normal PCs, as the machine does not know what to do with the file (no mime types, no program connection). Zip is the standard for downloadables on the web. Use a nice file commander and you can use them like folders (wincommander) or use unzip even in dos mode. I _hate_ people putting d64s on the web, they
did not really grasp the idea of web publishing. It's as evil as linking ppt, bmp,xls or any other document that requires a special tool to be opened." RICHARD_TND: "I hate those !1,!2,!3,!4 files (ZipCode), I have to use the Zip-Collection V2 to unzip all those zip-coded files on to a destination disk... and the worse thing? Well, it takes a lot longer to unzip a zip code packed file, rather than using .d64." CUPID: "You use starzip for unpacking that, shipped with Starcommander 😊
This is actually the old practice that you HAD to use on BBS, more or less tradition now. Agreed, this is rather annoying than making sense these days." This nice conversational extract was taken from the CSDB forum in February this year. Check out the conversations and take part in the debates at: http://noname.c64.org/csdb/
IRC - Words speak louder than action ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Start of #c-64 buffer: Fri Oct 04 19:05 * HOLLOWMAN has joined #c-64 * Scene sets modem: +0 HOLLOWMAN <trazan> AkerboY <HOLLOWMAN> stomimannen <HOLLOWMAN> Aesch, vad aer ett party i polen... <trazan> Ja, naer man hellre droemmer om alla ljuva minne om hot och loeften om vauld man fautt... <HOLLOWMAN> nae, lar val aldrig bli det <BRUSH> holl, traz: if you switch to english we could even understand you. <Jazzcat> lol
<trazan> if I wanted you to know, I tell it in english.. <HOLLOWMAN> brush, we know... thats why we speak in swedish ;) <Jazzcat> Brush, even in english I don't know if we would understand him ;) <trazan> HAHAHAHAH <trazan> ircar du pa jobbet?! <trazan> korv-irc? <HOLLOWMAN> som om jag skulle ha ett jobb 😊 <BRUSH> morons. <BRUSH> swedish is not THAT different
<trazan> hahaha... nej, det e klart.. hahah.. <BRUSH> 😊 <HOLLOWMAN> polacker <trazan> verkligen <Morpheus> riktiga pack <trazan> men som sagt, vad ar ett partaj i ett uland... <BRUSH> This is all you are capable of. as usual. since Horizon there is nothing worthy in Sweden anymore. 😊 <HOLLOWMAN> and that comes from the polish scene that died in 98 after an
overdose on slow 4x4 effects and muscular warriors in ifli <Jazzcat> Hollowman, and the most commonly used IRQ loader by Taboo 😃 <BRUSH> in '98 I released a demo without muscular warriors and where I showed that I CAN code contrary to you 😊 <BRUSH> give us a break 😊 <BRUSH> and do something instead. 😊 <trazan> no valsary, no muscles, no 4*4. no Sid-techno.. no demo.. 😊 <HOLLOWMAN> Brush, yes you code very fine vodka demo with smooth splines a and buggie chessboard. poland #1
<HOLLOWMAN> Brush, yes I am so inactive... <trazan> Nu skapar du krig kompis... sluta.. hehe <BRUSH> Hollowman: if that chessboard was buggy, try do better. It could be hard as you do not even know what $d011 is for 😊 <BRUSH> and I do not drink Vodka at all 😊 <HOLLOWMAN> yes lets create 100% version of boring effect. <Jazzcat> h0ll0wman; now come on dude. Brush is a good coder and has probably been coding longer than you have been trying to pick up females at
the animal clinic <j/k> <HOLLOWMAN> no vodka? i guess thats where you went wrong then 😊 <HOLLOWMAN> brush, speaking of being inactive, when did you release a demo last time? <BRUSH> '98 and tommorow. It that demo contained a CODE 😊 <HOLLOWMAN> It contained bestest code and baddest spellign. <BRUSH> now go and code something more advanced that a slideshow 😊 <BRUSH> Hollowman, attacking my spelling is a sign that you've ran out of real ammo.
<trazan> hell, dont getter me and jucker started on speakering englisher language speak, we is the masters of that speaker lkanguage of all talkers in HERE <BRUSH> my spelling is bad cause I'm at work and type too fast 😊 <trazan> Ok, you bore me now.. really... <HOLLOWMAN> brush, attacking my code proves that you are from poland <BRUSH> hollowman: i do not attack your code. It can be hardly described as "code" in the scene's standards.. 😊 <HOLLOWMAN> brush, and so what?
<BRUSH> hollowman: so i do not attack it 😊 <HOLLOWMAN> brush, what are you trying to attack then? <BRUSH> when it'll become a "code" i can start 😊 tell me when 😊 <HOLLOWMAN> brush, you say i am inactive, although i released much more in the last years than you have. you say my code sucks (coding in its polish sense, yes it does suck), although i am above you in quite a few of the charts <HOLLOWMAN> but i must say i am impressed, a cocky .pl guy who will actually release a demo instead of just having a disturbing attitude. that is
something new.. <BRUSH> hollowman: forget about all other aspect of your demos. is YOUR code anything special? Have you broken any record? made something new? impossible? <trazan> Code isn't special, DESIGN is.. <BRUSH> trazan: we are talkin' CODE <BRUSH> trazan: focus a bit 😊 <HOLLOWMAN> brush, i find it hard to do impossible effects, its like... impossible <BRUSH> hollowman: call Kjer, boogaloo and ask 😊 <HOLLOWMAN> yes my code sucks,
people like my demos anyway <trazan> Code is useless, DESIGN is what I like... really... I am not impressed if the plotter has 20 or 30 pixels, I like a NICE looking demo <BRUSH> hollowman: they are certainly not from poland 😊 <HOLLOWMAN> brush, oh... i had no idea <BRUSH> trazan: focus, focus 😊 <BRUSH> trazan: and don't change subject 😊 <BRUSH> hollowman: so go, ask them, what they think. <HOLLOWMAN> tell me mor ohj code-god from blessed country of 8x8 and
browary wielkipolski <BRUSH> hollowman: maybe you will learn something <BRUSH> hollowman: when have you seen 8x8 from me lately? 😊 <trazan> No, I wont... I dontr code, I dont care for code, I like design, as a viewer I like design, not code itself as said... What makes numberous old demos so good? The design I say... <blackd_wd> kjer and boogaloo rocks. <blackd_wd> so did pernod, epsilon, judge and mastermind. <trazan> Whatever, I like demos, no matter who makes them, I like the DEMO.. whoever codes them
<blackd_wd> trazan: true <BRUSH> trazan: nopes. you love demos whenever your friends do them 😊 <Jazzcat> I like BRUSH's and HOLLOWMAN's demos, and ofcourse many other demos on c64. <BRUSH> i like good demos BUT i respect GOOD CODE even in a bad demo <HOLLOWMAN> brush, i said country of, have your divine code skills made you such a megalomaniac that you think you are poland? <trazan> Friends, I dont have any friends 😊
<cxt_work> technic vs design = oldskool vs newskool 😊 <BRUSH> to be honest: I loved Horizon demos. But they totally lacked design and before also they lacked gfx too. But still it was a good demos. <BRUSH> JUST for the code. <BRUSH> similar for beyond force <BRUSH> and many others. <BRUSH> on the other side you've got god hollowman, agony and likes. <BRUSH> and it's also good. <BRUSH> what's bad is that i'm coming to the channel and you guys start to blah blah about me in swedish. and when i kiked you a little - it all turns into usual "stupid polacks can't code and do demos". How low can you go?
<HOLLOWMAN> brush, we talked about north party, then you say that sweden cant do anything <trazan> Eh, what we said was; Oh, another polish party... did you see any offensive in that? <HOLLOWMAN> brush, dont try to be a revisionist on irc, it dont work very well <BRUSH> hollowman: don't speak swedish. you wont rick being misunderstood 😊 and don't call me "polacker" whatever that means in your funny language. <blackd_wd> brush: your right though, only crap demos from .se these days.
<HOLLOWMAN> polacker is the correct term for polish people <trazan> Ok, so instead of saying polack, beeing the correct term, we say what? Poeplisnuttis? <blackd_wd> brush: nothing wrong with that word. <BRUSH> tranzie: stupidmoronsfrom- sweden? 😊 <HOLLOWMAN> polacker = stupidmoron- sfromsweden ...nono... there is one thing wrong about that word <BRUSH> blackd_wd: if we speak english, we should use: Pole and Poles for plural.
<trazan> Eh, no, that would point back to a stupid swedish person, not to you? You wanted another name instead of polack... <blackd_wd> brush: ok must have missed something there, I was taught, One polack, many polacks in school. <BRUSH> blackd_wd: was it English school? or IRC school? 😊 <blackd_wd> brush: english school. <trazan> Ok, this is really getting stupid now; Simple; Brush is coding, Hollowman is coding, who is who to say whats a cool demo or not, but not the audience? Polacks isnt made to be called polacks nomore, we use the term
leverpastej instead, a more positive vibe... ok.. I will stay neutral... <BRUSH> trazan: ahh.. brain damage.. serious. no cure for you anymore. <HOLLOWMAN> ahwell, so trazan and me mentioned north party and used the swedish word for poles, therefor we were morons and sweden couldnt do shit. later on brush admitted that it was okay to make demos that featured code that didnt have high wankability, and also that i am god. so i consider things settled, and i can now eat breakfast * HOLLOWMAN has quit IRC (Leaving)
Conversing on Oldskool and Newskool ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ After reading that last log you would notice the obvious devision between oldskool and newskool ideas. Just like the magazine scene a lot of people have strived to expand upon original concepts. Not only have NEW routines been explored, but also NEW design and concepts have been discovered also... Recently I was chatting with Morpheus/Flash Inc about it all and this is what took place...
Jazzcat: why do people say "this is oldskool" in your opinion. Morpheus: they say that probably because they see an effect they've seen in an old demo. The design might remind them of those old demos... Jazzcat: do you think they refer to hardware tricks rather than using 3D? or maybe they mean that there is scrollers included and spacebar allowed Morpheus: scrollers seems to be old school these days... I can't imagine doing a demo WITHOUT a scroller! Jazzcat: 😊 They are important
Jazzcat: people have forgotten them, because they are inspired by things that do not contain scrollers. Jazzcat: also one big thing I think the C64 is unique with, and this is something that is hardly EVER used on any platform except c64: IRQ loading Morpheus: but is that old or new school ? Jazzcat: I would think it newskool. but it has been around longer than most think. it is just that it is standard now days, on c64 anyway. From an "entertainment" point of view, keeping the viewer of your demo or game continuously impressed rather than seeing a black screen with no
sound is quite important ☺ Morpheus: I remember C.A.T. of TAT did a fucking amazing IRQ loader... you could even take out the disc while loading, put it in again and it would continue to load without any errors. he should have sold that one to a games company.... Jazzcat: the loader you describe made by C.A.T. can be made now, it is mainly used as an auto-detect feature for changing disk on a demo or disk magazine rather than changing disk and pressing space, the drive recognises you have already changed and continues loading
Morpheus: still it was fucking great, he was the first Jazzcat: yes, it changed the face of the scene as far as what people used as "standard" What is newskool? What is oldskool? Want to take part in this chapter? Email me: jazzcat@c64.org Signed, Jazzcat/Onslaught.
DIFFERENTIATE OR DIE '''''''''''''''''''''''''''''''''''''''''''' by Newscopy/G*P- editor, Propaganda. A study of the evolution of magazines in scene town. In an average news-stand, the consumer faces a selection of 300 magazines. For editors and marketers, differentiating and finding the right niche is key. How many differentiations influenced the magazine market on the scene and what influence have the magazines had on the scene to become what it is today?
Little did we understand when we started copying games that we were giving birth to our own replica of society. Slamming intros in front of games developed the first well-known trademarks in our scene and minds. Groups were like consumer corporations becoming brands with different values and meanings in our mind. We organized ourselves and mobilized our armies. The scene had become a life of its own. In a very short time we had set our own laws and rules to obey. We had established social structure and hierarchies (elite/lame), distribution (swappers/traders/bbs'es) and brands (groups/people). In this artificial world you could either be part of the business
or enjoy the entertainment (demos). It took up until 1986 before the amount of information that was produced by the scene society needed a filter and reporting function. ILLEGAL, edited by Jeff Smart, was the first magazine. It rapidly became a strong, influential voice. Illegal was produced on paper, which limited its distribution. If you were one of the lucky ones (read elite) you would get your hands on a copy. If you were sufficiently in touch with a remote elite citizen of the scene, you would receive a copy of a copy of a copy of an Illegal. By then the magazine would be old and out of date. This was the first know and relevant media in our history.
Production was poor with today's standards, and the time to market even worse. By the time the news was in print and reached it's readers, the news would already have been distributed with paper notes in regular disk sendings, over phone conferences or through the subs on the first American boards. What was interesting to observe was the power and influence Illegal achieved. Groups and people were concerned what was being written about them - being cool was always a key issue in the scene. The Illegal boosed competition among groups by establishing charts. This had not existed before. This would trigger groups to work even harder on the
releases, fine-tuning distribution and enhancing their image. Being covered in a magazine meant PR (public relations) would become an important tool to look cool or good in the public eye. This was unheard of before. You may be a very qualified group in bringing out good or fast releases but if people behind it weren't making any noise or being interesting, who cared? Who would you rather read about - Genesis*Project (strong profile, lots of noise) or Transcom (no profile, no noise)? Groups were become brands. Jeff Bezos, Amazon CEO once said "Ultimately, a brand is what the people
say about you when you're not there.", and what better place to plant a seed in people's minds than through magazines - except for maybe through a cocky scroll text in an intro? For me it is obvious, that it was not until the birth of the Illegal, that the scene, it's structure and society as we know it, was firmly established and documented. This is and will always be Illegal's contribution to our history despite it's limited distribution.
NEW CHANNELS OPEN NEW DOORS It is remarkable that it would take until 1988 until Sex N Crime (AMOK) would revolutionize the market by opening a new distribution channel that would secure a much larger target group; by disk. It may seem an obvious step today but if you have to imagine that it was not until 1988 that the channels of distribution had been firmly established through well-organized swapper channels that could manage pan-European or even global distribution. It was a time when mega- swappers secured successful spreading.
Disk magazines opened up many new doors: * News could travel more widely to a wider audience. * News would be newer than on paper. * Production was cheap and required only someone to make the source. * Contact addresses to groups and people became instantly accessible through "Contact"-chapters. * Slowly the scene was helped to go from pan-European to global (this would be further increased through the explosion of American boards a year later).
Sex N Crime opened up the scene to a new world that would never be the same. It was a wake-up call to the people spending time in front of the Commodore 64 that they were actually part of a digital society - a scene town. Not only the elite were citizens. What is known in the corporate world as the "me-too"-phenomenon occurred in the scene. Everybody wanted a piece of the pie and to channel a voice. Disk magazines flourished the scene. Towards the end of 1988, there were more than 15 magazines on the scene. The summer of 1989 there were 35. Characteristically, the "me-too"- phenomenon gave birth to magazines that would successfully take market share from Sex N Crime. The "me-too"-
phenomenon produces weak copies but also innovators and niches. McDonald's pioneered fast food. Pizza Hut, KFC, Dunkin Donuts and all others were typical followers of "me-too's". There is a piece of the pie for everyone and plenty of room for franchise. Find your niche (Pizza, chicken or whatever) or become an innovator (Starbucks). In the many attempts to take Sex N Crime's role, some prominent productions took the media landscape further. Sex N Crime, still with a first mover advantage suffered greatly in maintaining reader preference. Who would be the clear followers, the niche or the innovators?
In its inability to adapt and renew its offer, Sex N Crime was put on the shelf. It was taken over by leaders in several different areas. There is nothing strange with this. Any product has a life cycle. The black and white TV had tremendous growth, reached a peak and was replaced by the colour TV. The same will happen to VCR's over DVD's. Products have to make room for improvement. Magazines too. There are no actual figures of members of the scene community - but a rough estimate that was done in 1991 (Swedish hacker survey, Stockholm University) indicated that there were some 15,000 ACTIVE scene citizens on
the Commodore 64. This does not include people who were only swapping games to play. An active citizen, by definition means someone who in one way or another contributed to the existence of the scene. I have counted up to 93 active disk magazines in 1991. This means 1 magazine per 160 scene citizens. It was clearly a time of over population where everybody tried to get a piece of the pay and take leadership. It was a time when editors were fine-tuning skills and the readers would soon decide what magazines would be the leaders and which would fall by the way side. In trying to please audiences, magazines would position themselves for different target groups:
- We would see magazines specialized for the elite. Many tried to walk this path but failed. Looking back, I would say that Mamba (Crazy), Propaganda (GP) and Shock (Censor) were the pioneers in elite magazine reporting. - Magazines targeting the demo scene. - Magazines targeting the NTSC scene. - Magazines targeting the swappers ("Addy Book" was a magazine dedicated only to distribute addresses to swappers and hence contributing to the growth of the scene). - Magazines who dedicated themselves completely to the art of cracking: "Gamer's Guide" - who impressively
documented cracks from different groups. The better the quality crack, the more trainers, the shorter the packing, the higher you would be on the chart. Historically, "Gamers Guide" is particularly interesting since it further strengthened the unwritten rules and laws to which crackers should obey. Gamer's Guide is a perfect example how a magazine influences society to move a certain direction. From an editorial standpoint, Gamer's Guide was about as interesting as a short film documentary on Chinese poetry, but its contribution and importance to history is undisputable. Gamer's Guide differentiated from others. It had an immense following and is by far one of the most important magazines in our history.
SEGREGATION OF THE SCENE: The Rich and the Poor. During the early 90's it became clear that the scene was going through a dramatic sense of segregation. The cracker scene was developing into two camples; one board based and one mail based. With the dramatic increase of American boards, new rules were being written. The board-based market was fast moving and circulated around speed, access to calling cards and well organized groups. "First releases" was the currency in which you paid for success. Even though "first releases" have been a key since late 1987, they were now
becoming the performance indicator which groups were measured by. Propaganda, Shock and Mamba triggered this. These magazines took upon the role to document this specific market in detail. While Gamer's Guide mapped and charted the quality of the cracks (the mail scene), Shock, Propaganda and Mamba mapped and charted cracks by speed (the board scene). It is unthinkable that there even was a time when groups weren't awarded points for releases! Imagine the impact this had on competition between groups! The segregation between mail-based and board-based was undisputable. Do I dare say that the development of
segregation on the scene could be compared to the equivalent of the rich and the poor? No speed of delivery? No calling cards? Sorry, you would not get the pot of gold on the other side of the Atlantic. Some mail groups chose their approach to differentiate and stand out (e.g. Triad after its heyday) - but I can assure you that most groups were dying to be part of the board scene. The boards have always been a magic kingdom and a nirvana of the scene. The segregation drew the mail-scene further away from the elite but also helped develop the legal scene; the demo scene. Naturally, there would soon be magazines focusing on these
demos. Notably, this area was never an interesting media environment and these magazines were short lived without leaving a mark in history. Why? When you pick up a newspaper you will find movie reviews and book reviews. This is a way for the consumer to be able to select where to spend his 20 dollars and to make sure he's getting his money's worth. In the scene, demos are free, and as a true scene citizen, you get them all. For free. You watch them and either you love them or you don't. But you don't need a magazine to tell you which one was good or not because it was all free. The demos always spoke for themselves and have never needed coverage in magazines.
In addition, in between legal releases, very little would go on in a demo group. Cracker groups on the other hand were constantly changing, merging, splitting, fighting and releasing. This is why the media environment in throughout the 1990's was basically about the mail- and/or the board scene. It was simply a happening place.
THE NEW GENERATION STEPS IN With the establishment of Propaganda, Shock and some other magazines, a loyal following of readers developed. The magazine market had matured and scene citizens were starting to find their favourite magazines. The rules of the scene had been set and for the first time ever in scene history were were in a repetitive cycle. It was becoming a tired environment. In the early 90's (around 1992) a new generation of magazine editors entered the field. These editors had been watching the evolution of the magazine market from the way side and decided the market was ready for a more
sophisticated, intellectual coverage of the scene. The magazines could be made more interesting and the readers needed to be educated. Propaganda and The Pulse led this development way ahead of competition. I personally consider this the most interesting era of magazines in the scene. Instead of reporting news on the scene through one liner-quotes (e.g. "JFK leaves Triad" or "Opus leaves Malta"), Propaganda and The Pulse analyzed, debated and angled news to the reader. In the first year, this was a hard change for many readers. What was it? Why was there so much to read?
Both of these magazines hired top names in the scene to guarantee credibility and strength. Putting together a staff was putting together a dream team of crackers, leaders, swappers and anyone important for the profile of the magazine. The best cracker and fixer was the perfect editor of the release charts for 2 reasons; 1) his opinion would be respected, 2) he always had interesting observations. During my development of the Propaganda magazine, we took it from an average board magazine to one delivering smart interviews, debating news and provocative articles. We invented the annual polls, which becamse an academy awards of the
scene. We started quoting people's statements in our news reporting. We discussed every release in detail. We had headlines an inside news of groups and people. We were the paparazzi, the digging reporters and the sensation seekers. It was a revolution. In 2 years, Propaganda had become an institution - hated and loved. I remember the endless amount of reactions that would fill my mailboxes on the American boards, my answering machine and e-mail when a new edition was released. As an editor, I was victim of a lot of hatred for what was being written. But to me it was clear: finally somebody was delivering a magazine with actual news value and the understanding in delivering an exciting
read! If the early days of Shock and Mamba were the development of a following and loyal readership, the new era took it to the extreme. Readers would become extremely loyal to their magazine. "What magazine do you read?", "I get my information from Propaganda", "I read only The Pulse because I believe more in its sources", or "I read them all to create my own opinion about what's going on". These were common discussions on the American boards. Magazines were as discussed as releases or groups. I believe that the latter statement was correct if you really wanted to grasp what was happening on the scene - you
had to read it all to make a fair judgement. Like in our real world, TV shows, newscasts and newspapers cover stories with different angles and for different purposes. So did the media of the scene. The Taliban regime may be covered in a certain way in Western media but not in Muslim countries. Alpha Flight may have been under the magnifying glass in Propaganda while F4CG was under the magnifying glass in Relax. We weren't out there to be liked. We were out there to give entertainment. Propaganda was the preferred magazine on the boards and The Pulse was preferred by the mail scene. We were both leaders. Being a leader is difficult, but following the success of
others is easy. Just follow the moving butt moving in front of you. Among the butt followers, we saw for instance Relax (AFL). They were competitive but lacked an edge to make them part of history. The evolution of magazines had taken us to a time where magazines were also brands with a value and a meaning to the mind set of the reader. Gone were the poorer standards of editorial and the ones that existed did not receive a loyal following. In the mid 90's (94 or so), two productions from relatively new sceners were paving way for a new type of media. They were Vandalism News and Domination.
I call them mega magazines because they leave nothing out. They feed you legal and illegal news, articles, demo reviews, cracker charts, demo charts. It's one stop shopping of everything you need to know. Maybe this was because the scene had become so small that everything can be covered and serviced through one source? Is this a sign that its editors are trying to grab every piece of the pie in appealing every target group of readership? Is this because the market is so mature that there are not enough players to release good reporting magazines? I personally believe that mega magazines were a sign that the Commodore 64 scene was coming
towards the end of its cycle. Much like the product life cycle I mentioned earlier. The 64 scene has already been replaced by new scenes and environments. BUT - the machine will always have a following and a fan base. It will always be the attention of nostalgia for as long as we want to keep the memories alive. Therefore there will always be a need for documentation and reporting. A magazine like Domination or a similar zine will always circulate. It may change form, shape and content. The Internet did not change much about the Commodore 64. Releases will still be releases. Demos will still be demos. It did however change the
environments for the magazines. News today travels at the speed of light. Who needs a magazine that reports one liner news today? Who needs non-analytic coverage? It is clear that the internet has opened doors to new types of media; A) trying to cover it all (Domination) and B) to debate, angle and analyze. I hope Domination and Vandalism News take this to their hearts and continue the legacy. As you know by now, you have to differentiate or die.
BIOGRAPHY: Newscopy started his career in the scene in 1982 on the VIC20 and moved on to the Commodore 64 in 1984. He has been organizing or helped organize groups like The Silents, Exact, Vision, Genesis Project and F4CG. His contributions have mainly been organizational and supplying first releases. Newscopy was one of the frequent visitors and debating contributors of the American board scene. Newscopy took over the editorial position of Propaganda from Antichrist/G*P. When Genesis*Project
died, Newscopy converted Propaganda to an independent production. He was editor during the years 1993-98. In 1998, with the last release of Propaganda ever, Propaganda was on top of the charts in 6 magazines. Newscopy left te scene in 1998 and is a marketing director of one of Sweden's largest companies. He specializes in brand and marketing strategies and PR. He travels some 200 days a year but welcomes people to stay in touch with him at per.jacobsson@skf.com
Remembering by Kickback/Onslaught/Demonix Where should I begin? Long long ago, in a..... wait a minute, wrong story! Lets see here, back in the day, those good old days, when modems were flurrishing and there was no such thing as Broadband DSL.
These are the days that made or broke a C64 group. How fast was your modem? Is your phone line crappy tonight? Can you push your 300 baud modem to 500 with little errors? Is that game worth pushing it? I still remember the day I got my 300 baud modem, well my brother actually got it from a friend. Later on I found out my brother's friend was the biggest cracker in the city for the c64! I also remember the 2 color terminal program I used to call out to the BBS's it was called "T-Term", meaning tiny terminal. It was a great program, very small and had everything (well, so I thought).
The terminal program supported X-modem only, which meant it took almost twice as long to download something compared to Punter. But I used this program FAITHFULLY, because I thought this was the program that everyone used! I met a lot of people on the BBS's, which back then a BBS was just a frontend to a terminal program just so you could download stuff. Still remember a lot of the BBS's back then, 1 x 1541 drive and a BBS program called 64exchange, which was VERY LAME! But at the time it was the best thing out there. Lets see now, it had.... Downloads and... ...Downloads and.... more downloads, and
I believe it supported 2 x 1541's at the most! But it served it's purpose because back then soooo many games came out that all that people wanted to do was trade games! Oh one other feature, as SysOp (System Operator) you could chat with people (sorry, I mean 'a person') on the BBS. Things were real good back then because everyone justed wanted to trade 1 for 1 or disk for disk, which is cool! But as with any program, people came out with better BBS programs. Because with 64exchange program ANY person could log-on, most of the time you didn't need a password. So the person could download EVERYTHING
from your disk drive(s). Which annoyed some people, so they came out with a newer version called 64exchange+! (hence that is where the + for games came from). The plus to it was that it made where (I believe its been a LONG time now, I still have the programs on my disks!) it had message bases and you could customize it. Also you could have users with this version, which helped controlling leechers! (god knows, I was a BIG leech back then). The gaming biz was booming back then, I had seen a lot of games with these things on them (intros) with no scrolls, just a tag. 1001, Bad Brothers, Radwar, Robin Hood, and others.
With the creation of exchange+ people had more control over their games and trading. Also trading back then was SLOW over the phone, 300 baud waiting for a full disk side, you could go watch 2 1/2 TV programs running at like a half and hour each. Also the number one killer of a full side download back then was... call waiting. Once call waiting came in, bam your connection was lost and you would have to start everything over, so if you were a few bytes short before the download and got cut off from call waiting, it would be time to start over!! (argh!!) Trading still was good and with the creation of the newer exchange, people talked more and got to know each other
better. Which was good because people shared more because they KNEW who you were and unlike the old exchange where anyone could log-on and leech your stuff! Time passes as always, I still loved my 300 baud modem, I logged onto EVERY local bbs and looked at the daily download to see what was new, even though the new stuff that would come to my local bbs's was VERY OLD! But I didn't care because it was new to me and everyone on the BBS. Then people started making the program even better with better message bases. So next comes C-NET which was a real good BBS program, much better than the exchange and
more message driven. People loved it, I loved it, there were a lot of other home grown BBS programs but not as big as C-NET because the message bases system was real good and it seemed more and more people were getting into BBS for conversation and less for downloading. But don't count the exchange program out that quick now, because later on a guy revised it and made it more friendly to people who liked message bases and also liked downloads. C-Net had many MANY more files than the Exchange. Exchange had like 2 files or so, that meants people had a choice, if you had 1 x 1541 most liked you would use 64exchange for running your bbs. If you had more than 2 x 1541 drives
then you would most likely use C-Net. In 1985 the Exchange+ was totally re-done and the name was changed to 6485 exchange. There were many more versions after this one, 6485, 6486, 6487 and ofcourse there were + versions also. I believe at the end of 1987 thats when all versions stopped? Then outta no where comes the ULTIMATE bbs program. All other bbs programs were mostly black/white. Some took C-Net and re-did it to the point where it supported COLOR. Which I wasn't really big into it, but this opened a lot of doors for people who did graphics, well CG graphics. The BBS program I believe was called CG64 or something to that name.
Which was a real good BBS program, a lot of Euro's liked it a lot, same as the Americans. So ofcourse that meant that someone would have to take the small exchange program and re-write it to support color, and they did! Which it didn't look bad at all! I liked it a lot, saved space and you could have color! Things are much different these days, a lot of people now have no clue what I am talking about or the experience. But there a lot of old folgies out there that KNOW what I am talking about! Euros understand, most of the stuff I just talked about is from an American experience. I have talked to a lot of euro people in
my days and have been in plenty of groups to explain something. Trading with euros was even WORSE because you had shit AT&T lines that suck and had a lot of line noise (you could hear the noise) (ED: line noise would disrupt the modem transfer, either slowing it down or causing the transferred files to be corrupt or posted messages to contain random characters here and there) so that means that downloading would be even worse, and its long distance! Imagine, (and people know from experience) you are talking to someone not outta state but outta country, you have just hacked an AT&T long distance calling card and your going to be on the phone for at least 1 to 2 hours
depending on the file, not disk but file. Because the line is so crappy. Trading with Euros was an ART, I give a lot of credit to all the importers and exporters of that generation! Euros kinda had it made because AT&T couldn't trace overseas, which was cool! But as with everything, things got better, so here somes SPRINT cards with their fibre optic lines! Yes, euros can appreciate this all, because these lines were crystal clear (most of the time) it was like you were talking to someone next door or something! This also made trading a lot better, not for Sprint but for Importers/Exporters!
Those were the days. As always things change and stuff that was so hard to accomplish to start with became easier and new faces and new group building on what people of old did with so much style if you want to say. That is one reason I will always respect older groups then younger, because of the hurdles they had to go over just to trade games from one country to another. Well I think I've talked everyone's ear off, for some I have brought back the past which remembering is very good and sad at the same time. Because all these people that you have talked to over the tears, some you'll never meet, which in a way is sad, because these
are people that are friends to you. For others I have shown/told them how things were back in the day and what people had to do to get a game or get fame on the computer. Most of the old folgies I grew up with (yup grew up because I have talked to them for sooooo long) I still talk with them, and remember when they were young. Hello Slaygon, Strider (We love you :)), Dogfriend, Booze, Solar (Hey chicken man!), Hobbit, and many more over the years.
I hope you liked this article and if you want those old exchange/C-Net programs send me an e-mail, happy to send them to you. A couple of other BBS programs at last note was All American Exchange, LKI, C*Base, UCBBS, Ivory BBS, Rabbit and some others. Enjoy. Kickback/Onslaught/Demonix. kickback@c64.org
THE GOOD OLD DAYS by Weasel I was thinking a long time about what to write in here and what might be of interest for you reading this article. And so I came finally to the conclusion that writing about 'the good old days' to bring back old memories to all your minds should be a nice idea. When I got my first real computer back in 1984 (which never broke and I still own - my C128, which I used in C64 mode ONLY all the time as C128 mode was quite poorly supported from any companies etc.) I started - as most of us I guess - with copying games from
school mates and other friends who also had a C64. One of my very FIRST games I copied on the C64 were RAMBO II, COMMANDO, BLUE MAX etc. which I liked very much back then as the sounds were great and the games were very nicely designed. From these days on I kept myself up to date with the latest games released from any companies by buying lots of game magazines. I began to collect more and more games (like: Jumpman Jr, Pitfall, Pitstop, Rat Race, Boulder Dash Spy vs Spy, Kaiser and lots more). After a while I had a real BIG collection of almost all known titles around. So it happened that people were coming to ME now to get the latest
game software they were searching for all around and couldn't find. I had 'em all! 😊 Another thing I was always interested in was those great intros from all the groups (like Dynamic Duo, 1001 Crew, Triad, Yeti, Strike Force, Fusion, German Cracking Service (GCS), Papillons, Federation Against Copyright (FAC), Elite, Eaglesoft Inc., Fairlight, Ikari, Bros, The Wanderer Group (TWG) and LOTS more...!) who cracked those games I copied into my collection. I liked watching them and reading all the scrollers until the end. I was pretty amazed that there were people somewhere in the world doing - although highly illegal - things like
cracking games - removing copy protection from the original software to be able to copy it to anybody around freely wthout a problem. I got more and more addicted from this situation that I once said to myself: "One day I wanna be one of those guys as well. Being part of a group and doing lots of cracks for all the people being in and outside of that so-called scene." From that time on I tried to start learning how to code on my C64 (um...my C128 ofcourse! But as I said before I used it almost only in C64 mode! So I'll continue to use 'C64' in the rest of this article! 😊 ) to be able to use that very nice computer system much better than just typing a few commands like 'load "$",8','load"*",8,1','list' and 'run'.
I also took my handle at this time: 'Wiesel' ! (yes! It used to be lame 'german' 😊 ) It came from a sticker of a car- company which was pinned onto my room door back in those days. The slogan was in german and said: 'Schneller als ein Wiesel!' (translation: Faster than a Weasel!) Anyway, whenever something didn't work properly I tried to find out WHY that happened and worked hard on fixing the problem. I de-coded several programs (at this time lots of basic stuff!) and tried to learn HOW they made several effects and things like that. I was doing better and better in coding little basic programs during the days and weeks and months (I already
cracked a game at this time! Werner - The Game! Well, although it wasn't anything special) until that day, when my favourite computer magazine 64'er released a new programmers course called: 'How to code Machine Language - For Beginners'. I read the first edition of that course and got to know my FIRST few commands in REAL ML! You can't imagine how lucky I felt when the first very small ML-routine I did with those commands even WORKED from the first try! 😊 After the second chapter of that magazine's course I took several games, intros and demos and looked inside the ML code as I was now able to understand more and more.
I changed certain routines to examine what would happen to them and how they'd look like after my manipulations which gave me lots of experience and training with ML coding. This was the time when I finally started my real scene-life (around 1986!) with my first own group I founded together with a good friend of mine. That group I gave the name: THE POWERSOFT INCORPORATION or short: PSI. 😎 In that group - consisting of only two members (that friend of mine - his handle was 'Yellow' and me) - I coded my first cracker-intro for the first REAL cracks I ever made. Games like
Operation Wolf, Splitting Image and Caveman Ugh-lympics. I never spread those versions around very much so it might be that only a few people would have ever seen them. I just copied those versions to all my school mates and they did the same to other friends of theirs'. However, one very nice summer day I was going again to a small park where I used to skate a lot with my skateboard at that time. I never thought that THIS was the day in my life which was about to change everything for my future. On that day it happened that I found some 5 1/4" disks laying around on the ground at the top of the skateboard- hill I used to skate on. I tried to find out who was the owner of those and
wanted to pick up those disks as he wanted to leave home. That was the chance as I was sitting pretty near to those disks watching the tricks done by all those other skaters around that I started talking to that guy and asked him what was on those disks. He was very nice and started to talk to me as well and told me about him being a musician with the handle HAVOK in a computer group called FRONTLINE on the C64. After a while when I told him a bit about my person it came to the point where he invited me to come with him to the next weekly meeting of his group. I accepted and thought I must be dreaming and couldn't believe that such a thing would really happen to ME!
On the following weekend I met with Havok and drove to the meeting place - a Burger King restaurant - where all the other foreign sceners of Frontline met regularly. I was pretty shy at the beginning so that I was just only watching all of them, person by person, to get some impressions about those 'illegal' guys. On that gathering I also first met the guy I did lots of cracks with later in my future: DEEJAY! When the meeting was over I held a game in my hands called Ikari Warriors which I had to crack before the next meeting to prove that I could really do cracks and to get accepted to join Frontline.
Those guys let me know that the game had a pretty hard protection on it and that they doubted that I'd be able to crack it. So I was pretty afraid that they might be right as I never had done such a BIG PROJEC before. So I went home and inserted the disk into my computer to have a look at that game. What I saw first looked like a never-to-be-able-to-crack-that-game. So I was almost giving up at the beginning when I saw the game loading with a track-sector fast-loader. I have NEVER seen anything like that before. But somehow I never really stopped thinking about a way to be able to get into that damn program. I thought about everything I already learned in ML and tried to find out as much as I
could about the loading routine, the protection and the game itself and how it worked. Finally I found a way to access the game and suddenly I had a working memory backup saved on my disk after a while. The only advantage I had was that the game was not a multi-loader. So it had no parts or levels being loaded after the game finally started. It was a one- filer split up into several smaller files on the original game disk which got loaded into the memory at one time. After I saw that this saved file worked almost without a problem (only a little sound-bug was still left!) I got most excied as I know that THIS would be the chance for me to enter the so long
awaited and adored SCENE. I crunched the game and tried to get a very short version out of it. I tried to erase as much garbage code as I could find in the memory to make the version even smaller. And finally I got a very nice cracked and one-filed version on my floppy disk. With that version I was very proud to appear at the next group meeting where I could present it finally. DEEJAY was the only cracker in that group and he was also the one who had to 'examine' my work if it was good or whatever. I couldn't await his decision when he said - after looking into my work for a pretty long while:
"Well, the crack isn't bad at all! Although he hasn't found out how to fix the little sound-bug. It's a nice version though. My decision is: Let him join!" That was the beginning of my long and still lasting scene-career as a cracker. That was also the day when I changed my handle from 'Wiesel' into the english form: 'WEASEL' to give it a more international touch (to quote the words from the Frontline members! Otherwise they wouldn't of let me join! 😊 ) After that day Deejay and me became very good friends after a while. I visited him regularly every weekend and learned a lot from him about cracking, coding and training games and coding intros.
During that time Frontline changed it's name into MATRIX! This was the time when Deejay and me formed a little group sub-lable just for fun. As we cracked more and more games together we called each other in our crack-intros like: '...cracked by the unbeatable duo Deejay and Weasel' or 'cracked by the unbelievable duo Weasel and Deejay' and similar things. Our cracks got spread pretty well and I also started to trade stuff with several guys all over Europe (at this point I'd like to send some serious greetings to: Christian Rostoen/Full Force, Guido (Goldrush)/Crest, Peter (Tycoon)/Crazy! - Some of my very first contacts I had lots of fun with
and very nice phone chats all over those years!). When Matrix split up after some time and when it happened by coincidence that GOTCHA of Crazy moved into my town and entered my school class, Deejay and me joined our next group called CRAZY. This was the BEST time in my opinion as it was the time where I have been most productive together with Deejay in cracking lots and lots of games. We became more and more well known in the scene with our work and the release of one of the most well known and successful disk magazines ever, called MAMBA, brought to life by CRAZY, was responsible for the whole group and its
members (like Tycoon, Magic Man, Gotcha, Stingray, Martin, Frank, Deff, Deejay, Modern Bob and me (Weasel) and some more I can't remember yet at this time (sorry guys, no offense!) to become even more famous in the scene to be always remembered in the scene's history. After another while many of the former Matrix members formed a new group with the name LOTUS which went in CO-OP with Crazy to form an even more powerful force known under the co-op lable CRAZY & LOTUS. Deejay left Crazy to join Lotus while I stayed in Crazy. It didn't matter as both groups were in co-op anyway. That event also counts to as one of my best memories during my scene-life yet. 😊
When Lotus decided to take a break of unknown length the co-op split up again and Crazy continued as a single group. And someday came the day when Crazy decided to stop activity as well. So the group died. When that happened I was asked to join CREST together with Deejay. I guess you will know that name very well as Crest was and still is one of the best demo-coding groups ever on C64. I was aked to join them as they planned to open a cracking section back in those days. And so we did. There were a few games released under the Crest lable from Deejay and me but it didn't take long when Deff (ex-Crazy) called me and asked if I'd like to join a NEW group with many of the old Crazy members called ENIGMA.
As Crest wasn't sure about continuing the cracking section anymore I decided to take that offer and joined Enigma. Deejay had bought an Amiga at this time and started a little bit of coding on that machine, so he wasn't interested in joining another group anymore and so he stayed out. Enigma also did a great job in the scene and released lots of cracks I also had many releases of (as I wasn't the only cracker anymore in that group! Richie of ex-Illusion was also in Enigma at that time!). When Enigma died as well after a long time I joined RED SECTOR INC. and after that a smaller group called LEGACY (the group where I first met Jack Alien!). I also really enjoyed those
days. After Legacy I was in PANDORA for a short time and after that in another big milestone in scene's history when AVANTGARDE was born. Ok, I admit that I wasn't doing that much anymore in Avantgarde because we had got a few crackers where one of them had most of the releases in that group: JACK ALIEN. Because I had bought an Amiga as well and about one year later I got my own PC (back in 1993 if I remember correctly) I hadn't had the time to still do lots on C64. I also lost motivation when I saw those cheap games being released with no real quality because companies didn't care about quality from C64 games anymore. 😞
Well, and that is where I am now today. I am typing this article on my PC right now in the middle of the night and remember the GOOD OLD DAYS where it ALL BEGAN. All in all, I can just say that I really don't regret ANY part of my scene- career. I always tried to do my best in my work - to supply the best quality in my cracks - and I guess it worked out in most of the cases (the positive feedback from most scene-guys should prove that, I guess). I met a LOT of cool guys all over the world and that's a very cool thing I won't ever miss. The scene-spirit also was and is a very powerful experience which showed me that TOGETHER WE ARE STRONG and we can MOVE THINGS
the way we want them to be. Just KEEP TOGETHER and we will be successful. It also taught me to stick to my REAL FRIENDS I made during all these years and lots of other things I am proud of today. I hope I could show you all a bit of the way I went through all the years and maybe you saw yourself mirrored in certain situations again as well and that other people had the same problems and feelings like you had once. So I can just tell you to NEVER GIVE UP the goals you would like to reach but try to give your best instead. There are lots of similar situations in life which
could be compared to certain scene- experiences. It's all the same and it all works after the same kind of scheme. So if you want to reach something really badly always believe in it and it'll finally work out some day. That's it for this article then. I hope you enjoyed reading it. If you ever want to get in contact with me don't hesitate to write an e-mail to the following address: weasel@c64.org And here goes a last little request from me to *ALL* of you: If some of you still have got ANY
CRACKS from me (and Deejay!) around in your disk collections, PLEASE contact me on my e-mail address and mail them to me! I've lost many of my releases due to some silly actions of scratching and loss of disks I once had. So I'd like to collect as many cracks from me and my groups I used to be in, as I can again, to put them back into my collection. Thanks in advance for all YOUR help in reaching this goal. Stay cool - Act cool and keep the SCENE SPIRIT alive!
Signing off... Yours, Juergen (Weasel of Powersoft Inc., Frontline, Matrix, Crazy, Enigma, Crest, Red Sector Inc., Legacy, Pandora, Avantgarde, Hitmen and Padua!) (in chronological order since 1984 on the C64!) Final greetings must go to: - ALL MY GROUP MATES of all the groups I had the pleasure and honour to be part of. - All the people who still know and/or remember me. - All the people who supported by work with either great acceptance, help or magazine votes.
- All the people without their help I wouldn't have come to where I am today. - All the people on all the parties I attended over the years. - And all my REAL FRIENDS I got out of the scene during the years. (you should know who you are!) Thanks for all!
..:: Opinion Poll ::.. Opinions. One of the many characteristics that make us individuals, but not only that opinions themselves give shape or form to our community. Jazzcat here instigating this common journalistic trait. I have ventured across the internet and interrogated members of the "scene town". Presented here is their statements, the truth has been obtained. Enjoy.
In this edition three questions were provided to the participators. Covering ol and and new themes. #1 -- What do you think about demos being released mainly at parties? (Maybe we should release more demos like Demus Interruptus/Crest and Interruptus Retriggerus/Booze?) #2 -- What is your opinion about cracking groups and the games that they 'first release' in 2002? #3 -- What are your views on the future of the C64, with the emulator and internet influences that have arisen over the years?
................................................................... QUESTION #1 What do you think about demos being released mainly at parties? ...................................................................
Anonym/Padua "I like in between releases - but I also do understand people who'd rather release their productions at parties to gauge the audience's reaction. It's just something quite different to actually hear some applause and maybe even some boo-ing 😊 " AWA/Shape "I think party demos are great, but getting a good flow in the demo releases is very important, otherwise the scene will be more or less dead inbetween parties. Atleast the least the "legal" scene, though I doubt many games are released anymore."
Tranziie/Hitmen "No... since parties don't boost the traditional price to the winner, there is no use, but to show off for the PC/Console people at a big party. I rather get a nice demo like a surprise." Stirf/Spiders-Crew/Role "It is really too bad that demos mostly are released on parties, but this is the way it became. It seems like demos are made for parties or not at all! And so I prefer on parties!"
Cadaver/Covert BitOps "If parties inspire productivity, nothing wrong with that!" Groepaz/Hitmen "Thumbs up for that, definetly!" Derbyshire Ram/Remember "Not so good as they used to be, surely the parties are not the be all and end all for demos!!"
Danzig/Excess "In my opinion the real problem is simply TIME. In the early days we had much more time for coding, composing and painting. Nowadays, releasing a demo is a big attempt in: "finding the time", "organising the resources" and so on. I don't want to see the same effects over and over again. So ideas is another big problem. Some effects just have been recycled more than 10 times even from the same programmmer."
Spectator/Success&TRC "If you make (decent) demos yourself, you know why. (general statement)" Metal Maniac/DCS With the power of the internet the demos can be spread even better now than ever before, so I think definitely that 'we' should release more demos outside of the party dates!"
Krill/Plush "Ofcourse it's nice having demos that are released between those parties, but still the main reasons to release a demo at a party is to see it on the big screen with ruling PA sound, see the crowd get wowed by your very own creation, receive the prize and climb the stage in the prize giving ceremony. But considering that those demos by Crest and Booze Design are other ones released inbetween parties are just small and mostly one-filed demos, it's not a waste to not release them at parties. I think the Singles Collection organised by TMR is a very nice move to keep up the flow in a steady way. That's why I keep happily contributing some small stuff. To release a demo like the
small ones by Crest and Booze would be a waste of energy for me, though, as I'm still working on a big demo which should have much more care to be taken of. Jucke Through all data times parties have been the best places to show and experience demos. You have to remember that when people create demos they often have a situation in mind, and what is more exciting than rocking a C64 party? When sceners get together to celebrate the blue screen the demo compo is the absolute climax of the event, and
having a crowd of c64 people going bananes in data ecstasy is the kind of feedback that can keep a fire burning. Parties give demos the most powerful viewing experience, and I get goose bumps just thinking about all those moments at democompos through the years. For example the big Christmas parties in Denmark was always such a triumph for the 64 culture once the compo was on. Thoasands of people quietly watching the PC and Amiga compos, and then when the c64 compo starts suddenly hell breaks loose! If a demo is good people go totally nuts and scream like on a concert, but if it sucks people shout "booo" and "space" until its gone. I truly believe that the parties are what will keep the demo
scene alive for a long time to come, so please don't just sit there, lift your butt from the data-chair and celebrate with the real people behind the screens!" Fade/Onslaught "Personally it sucks, but there is an obvious benefit watching it with an amount of sceners, be it for morale or pure ego. I don't like the idea of a release sitting on it's arse for several weeks or months waiting for the next party. If there isn't a flow of quality releases people will start to lose faith and not have as much competition to draw from.
As for Demus Interruptus and Interruptus Retriggerus, I'm all for this style of parts minus the PC converted graphics." Jammer/MSL "More demos like Deus Ex Machina and Soiled Legacy!!!" Commander/Role "Well, I hope one day more people/ groups will do demos outside the parties, this would bring more life to the c64 scene..."
Jeff/Crest/Bonzai "Well, ofcourse it is the best way of impressing people by getting demos shown on bigscreen and for someone like me to get ones music played really loud... But in general I'm not much of a competitor, so I don't have to get my stuff released at parties and such. I just do music now and then, release it when I want to or when someone use it in their productions." Cactus/Oxyron "Releasing demos at parties is something natural and was practiced for long years... If someone finds motivation to release a demo not at a party, why not?"
Nafcom/POL/The Stock "Well, to release demos at scene parties is very normal these days, as the case may be which party they are going to visit, the demo gets more or less bigger if it's for releasing at big parties than for small parties. This year's "M&S" party showed, things are changing and not only to the positive! ☹"
Smalltown Boy/MSL "There has always been a standard routine for demos to get released at parties. I do not see the point in releasing demos between parties - at least as long as the parties are held. You know, having as many demo compos as possible is vital to keep C64 parties and competitions alive. Without them, the scene will probably die."
Uzzy/Longshot "I don't really care where a demo is released. Want to release it at a party? Fine, that's great and dandy. Want to release it out of nowhere? That's fine too. The main attraction for the party is ofcourse the competition, which tends to produce demos of higher quality (this does not count the quick-and-dirty BASIC demos I've seen from some parties that lasted all of seven seconds before they were deleted from my hard drive). But hey, you know, it's all good."
TMR/Cosine/Onslaught "Personally, I think demos should just be releases; parties are traditionally places where products make their appearance into the world and considering the effor that goes into a decent production it's only fair to expect that the crews behind them wat more "bang for their bucks" as it were. But at the same time, products like Booze and Crest have produced and (and dare I say it for fear of being accused of bias) the Singles Collection are nice to see as well since they fill a gap between the burst and break releasing parties cause.
One thing I do find disappointing is the number of BASIC releases lately whilst they were funny for a while it's getting rather sad when the bulk of stuff thrown out by a party is effectively junk." Taper/Triad "It's rather sad that we see so few demos between parties these days, but it's no mystery considering the size of our scene these days. Less demos are produced, and I guess it's natural that groups want to compete in democompos when they have put time and effort into a production. Ofcourse I would like to see more demos between parties, but I don't want the number of demos released at parties to shrink either."
Agemixer/Skalaria "It depends on a demo style, but it is just good to release demos on parties. In my country, releasing a demo in a party in usually the only way, if you want to get the demo spread or at least seen at once. The "We do not need party demo compo" demos are ofcourse nice to see, I saw both of those demos and it could be nice to see more in the future.. But, I took the sign, like this time Crest guys were only afraid to lose if they decided to release the demo at Assembly 2001 demo compo? Who knows? Hehe. The demo competition is not mandatory
really/ Comparing to other platforms, the demo can reach its audience very well in the C64 scene. But what is a better place for a release that beats a demo competition?"
.................................................................... Question #2 What is your opinion about cracking groups and the games that they 'first release' in 2002? .....................................................................
Burning Horizon/NOT/FTA "I have nothing to say mostly except that ROLE should be shunned for 'releasing' Mermaid's 2002 1k MiniGame context entry. These are all free games and do not need a crack!!! PLUS they make a 1k game 40k+ by adding a HUGE intro to it, PLUS they broke the game!! ROLE and people who did this release are in desperate need of a beating."
Anonym/Padua "I don't care about the cracking scene anymore really, even though I appreciate the releases of the 'oldie cracking groups'." Danko/Censor "My opinion is, blimey will they never stop? Cracking on the C64 today is like breaking and entering an abandoned hut."
AWA/Shape "Have no clue. Haven't been active for about 5 years and I didn't even know there were games being released anymore. I guess the games are pretty crappy compared to the golden age at the end of the -80s?" Tranziie/Hitmen "Useless, really.. whats the competition whats the target? the few people still bothering?Z? No, sorry, but the whole idea with releases faded away REALLY much after X96. Please look at the boards, the logs, the charts and mags from this time... sadly all started to die slowly when the people started to leave
the scene. I know releases have been hanging in till now, but I don't know WHY...." Stirf/Spiders-Crew/Role "No comment. I don't play games. But it is nice that cracking is still being done." Cadaver/Covert BitOps "I don't see much point in battling for chart points anymore, I'd rather see quality releases. The very least requirement is that a release shouldn't introduce bugs or incompatibilities. If the release improves the experience
somehow (trainers, better/faster loading), even better." Groepaz/Hitmen "tihi. lamers they are. crackers should remove protections. period." Derbyshire Ram/Remember "I don't think I saw a game in 2002 that actually needed cracking, but at least the existing groups show some effort. As for games, well part from a couple of reasonable 'budget' games, the rest were utter crap, not at all promising for almost 9 months of releases."
Danzig/Excess "Hmm, it's again not like in the past. In the past speed was important, the task to release quality warez in sometimes just a few hours was d difficult. Nowadays its just a single trainer (invinsibility or unlimited lives), packing linking an intro used about a 1000 times and crunching it. Even 'swappers' release 'cracks' nowadays since a real 'copy protection' is not worth the effort anymore. But its a good way to get games spread 😊 Since some "developers" don't know the ftps to upload their stuff."
Spectator/Success&TRC "Is there any such thing? C'mon that's all history." Metal Maniac/DCS "Fast cracking and first releases have never been of interest for me. Quality cracks with trainers and hiscore saver rules." Nafcom/POL/The Stock "I really don't care in cracking and I am not interested in this topic. I am sorry..."
Krill/Plush "Lame. There's no decent games released any more anyway. Except for Newcomer and some other rare exceptions. Also their intros are nothing special and in general the cracks lack an overall good impression, even the ones done by the high quality oldie crackers. Maybe I'm just too focussed on the demo style and effects. I really only made one crack myself (Creatures 2), but I invested a lot of work in it. Too much."
Jucke "I like the fact that people still hold on to it, but I prefer happy memories to sad reality, really. The demoscene I am still in a happy relation on with, and will continue to support. Demos are timeless and do not depend on any stupid commercial market." Commander/Role "Well, since I have seen reactions on low budget games/public games from many guys, I think it's time to stop the "first release" lists because it isn't worth anymore at all. Nobody is honest about it anymore..."
Fade/Onslaught "There is no point releasing unless you have made a substantial amount of modification to the original product, i.e., removal of bugs, protection etc. Most of these games are by sceners anyway so unless you want to show your show-stopper demo like intro there isn't any point. Unless it is a first release, naturally."
Jeff/Crest/Bonzai "I bet some of the feeling about cracking surely can't be the same as it was in the 'golden c64 days', where really good games were released. But I admire anyone who just atleast tries to do something to keep the c64 alive. 😃" Uzzy/Longshot "I honestly have trouble fathoming the concept of a cracking scene on the Commodore 64 these days, so I can't honestly give you a good answer. I mean, the community is so small... it's like stealing your neighbour's car."
Cactus/Oxyron "As I'm not involved into the cracking scene for over one year, I don't find myself a right person to answer this question. But I still respect all those people, who are doing anything (hi Taper!) to keep the cracking scene alive. Even those most of the new games are simply crap, I don't have anything against first releasing them. It still can be great fun for many sceners, just like coding demos or releasing magazines for others... I keep on downloading all the new games from TDD and filling free blocks of my spread-disks with them."
Smalltown Boy/MSL "Well there weren't many of them to crack and first release this year. Cracking old warez is much more useful with fixed bugs and added features (like highscore re-saving) the old classics seem much more attractive. Cracking the games that are published nowadays is either: -stupid if they are commercial games - the commercial market for C64 is almost non-existant and we should keep its last bits alove. -useless if they are freeware (i.e., BOFH Servers Under Siege by Covert BitOps), because there are no protections to crack."
TMR/Cosine/Onslaught "I'm not sure I have one, other than the idea that a "release" should be a bit more than an intro-link. Claiming the best version rather than some now mythical "first prize" glory seems pointless these days." Taper/Triad "I still very much enjoy playing games on my c64, and especially new games (no wonder, I already spent uncountable hours playing the old classics since I got my machine as a kid). Some new games are bad, and some are good, just like it's always been.
The main difference is that there are much fewer new titles produced these days, and thus the cracking scene is very small today. Very few games are protected nowadays, so the main objective for the cracker is to levelpack, train and bugfix - some do this with skill while others seem to have lost the word "quality" along the way. So, the oes of us who like to play new games and previously unreleased titles on our c64's surely needs the first release scene. The rest can stop whining and go play their precious Xbox games..."
...................................................................... Question #3 What are your views on the future of the C64, with the emulator and internet influence that has arisen over the years? ....................................................................
Anonym/Padua "We're here to stay. Honestly - we might have less time, but I think we have too many thinks left to do quite - and the ideas keep coming 😊 Emulators and the internet are just tools to help us to do stuff, I'll always prefer to watch a demo on the real thing." Danko/Censor "The future is notalgia and vintage styling for future influence."
AWA/Shape "I believe the c64 will survive as a niche and people will turn to collections instead of creating lots of things on the box. However, there will always be the die hard people who will stay with the c64 till the bitter end. I certainly hope it survives and I believe the internet, actually is a great thing considering the ease of exchanging information, programs and ofcourse the social side of it. It makes the world smaller and the community stronger in many ways, athough it also opens many doors for other interests that people might jump over to. It's easier to 'change teams' in a way."
Tranziie/Hitmen "I salute the ones still doing this, still finding new ways and things to do with this 1mhz toy, that someone oughta write a book about. How we all got connected by a obsolete machine, to form groups, friendship, love and hate... amazing machine... The internet did boost the ways of getting the releases, the info and the knowledge... I can't imagine a day without checking the news, the news groups, irc and mail... always something new, something good!"
Stirf/Spiders-Crew/Role "I think the C64 will survive for some more years thanks to the emulator and internet. Especially internet has been very good for the C64's popularity! Many people restarted to do things for/on Commodore 64 thans to this medium." Derbyshire Ram/Remember "I guess it will gradually fall away into the unknown as a machine, and emulators will begin to rule, sad, because personally I hate emulators, but if no one is sending out new wares we have to make the best of a bad thing.
On a plus side, there are a guys out there who never used a C64, but are interested in the games, so maybe it is not all bad." Cadaver/Covert BitOps "Both are useful tools, to me they don't change the essence of C64 creativity much. If "emulator influences" are also meant to include crossdevelopment, that's a very useful tool IMO 😊 As for future, I don't want to be a pessimist any way, but I say this: if you've an urge to create something on C64, don't wait, act now! Btw, it's funny to see a few purists complaining about cross- development while software companies did that right from the start 😊 "
Danzig/Excess "The future of the C64 is like the early past of the C64. The old dudez hanging around on the IRC, meeting on some parties and sometimes somebody gets the drive to produce a demo. Some weird people still program silly games and they will get released. The internet lets the C64 survive a lot longer, I guess, since we can still stay in contact without much effort, we are all online. Even sceners get/got known of each other whom never met in real life or called or conferenced. But today we can pull each others string on IRC 😊 The C64 scene became more like a "family" in the past few years. And its very nice to meet each other once in a
while (real or on IRC). If we let the scene REALLY REALLY die we lose a huge valuable thing no other scene has/had or ever will have. We are all FRIENDS and we should keep this treasure." Spectator/Success&TRC "It will hobble on for some more years.. things getting slower&slower." Metal Maniac/DCS "A lot of groups (like Dual Crew) are making comeback ONLY because of internet and mainly IRC and that is just great, isn't it?"
Continued in the next chapter ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
Continued from previous chapter... ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Krill/Plush "Without emulators and the internet, the C64 scene would look a lot worse. The emulators have attracted a lot of old sceners to try some stuff again and the internet has enabled us to keep in contact with each other easily. Also all those small compos make people produce at least something. The internet does not destroy the C64 scene, and the PC is not distracting people from it. Both are good tools to simplify producing stuff for the C64. After all, the C64 is a freak machine, and our very own freakiness decides on its future."
Jucke "At first I disliked the internet because I felt like everyone was abandoning the real boards for it (mid 90's), but in the long run it has become more of a positive thing. Keeping in touch easily is important as you keep getting busier with life. From a subculture view, the internet has made sure the legend of the Commodore 64 is eternal. Thousands of years from now people will find digital traces of our scene. That feels good. Future kids with the open mind will understand what we were doing, and they will dig it. Emulators are funny toys, but very far from the real thing.
Experiencing a C64 is not just what you see and hear, it is also what you feel. Some sort of magic radiation coming out of the machines that puts you in the vibe." Fade/Onslaught "I am all for the internet influence, especially the emulators since I myself returned after many years by watching old intros and demos on the emulator. It's a greater addition for the C64 community and allows quick spreading, easier ways to chat and ofcourse the ability to look at porn while the loader does it's business."
Jammer/MSL "It causes the C64 to become immortal and more people can find why we love it! I can belong to the scene thanks to the internet. Owing to the net I can now make contact with sceners: Polish and others."
Jeff/Crest/Bonzai "First of all I hope that most c64 hardware around the world will stay intact, so we don't have to use emulators so much. But emulators have gotten better though, but it's just not the same. I like hardware so having a "C64" as software surely isn't the same thing. Thank God for us having the internet. For me it's a nice and easy way to get in touch with other sceners, both when it comes to chatting but also mailing, for instance d64 files to each other. Long live the c64. Spent most of my youth with it and just can't let it go! That also goes for all people I've gotten to know during the years I've been doing music on C64. 😃 "
Cpmmander/Role "Well, the emulator and internet give the C64 a bigger scene, more people now have access to our C64 scene! Only the IRC is making a lot of people very lazy or inactive!" Cactus/Oxyron "Although I'm not the biggest fan of Internet and emulators (sensible codings cannot be done with an emulator), I must admit that without these mediums the C64 scene would be already dead (in the real meaning of the word). Thanks to both of them, we can see some new people's very nice and I'm sure that the C64 scene will exist for
many long decades yet (at least I'm pretty sure about myself that I'll *NEVER* leave the scene)." Smalltown Boy/MSL "I hope the C64 will have its second youth 😊 The emulators can only do good to the C64 scene - there are many newcomers thanks to them. Without fresh blood, the scene would become smaller and smaller every year. Even the most important personalities (Reyn Ouwehand, Fredrik Segerfalk) from the good old days come back to C64 again! Wonderful, it's simply wonderful."
Uzzy/Longshot "Four years ago I would've said "Internet? Emulator? Blah" or something like that, because I was still using a 128 and the concept of upgrading to something else was sacriledge. But I've done it since and I have to say that, without the emulators and internet, there's no way I'd still be in the scene (whether this is a good or a bad thing is still up for debate). I mean, as far as producing is concerned, I work primarily via an emulator these days because my Commodore system went teats up (which is why I "upgraded" to a Mac in the first place). And both help extend the audience.
I'll repeat something I said a while back (I'm not sure where): I'm not going to code a demo if the entire viewing audience is twenty people, all of whom are better coders than I. Emulators and the internet, though, have expanded that. Suddenly you don't NEED an actual Commodore to look at the demos, and you don't need to fadiddle around boards trying to find the latest releases. It's all right there. You can go online via your PC or Mac and download the demo and then view it on the same computer with the emulator. Okay, maybe it's a little of a buzzkill and maybe it's not quite as "pure" as the scene once was, but come on... if even a hundred people have emulators, that
way there is a hundred extra people who can look at the demo and go, "Whoooo". Personally... I'll take it." TMR/Cosine/Onslaught "Blimey, you don't want much do you? Do I have to dress up as a psychic with the crystal ball and stuff too? 😊 Hopefully we'll see more people being dragged in by the lure of spending hours hunched over an 8bit microprocessor doing fiddly stuff that only *other* people hunched over 8bits get, more evangelists willing to spread the word far and wide and world peace. Okay, so only the last one is all that realistic but
I *did* say hopefully... 😊 " Agemixer/Skalaria "I hope the emulators will not set the original C= hardware asided. As long as people are using the real c64 hardware I don't need to worry about the c64's future. It will last as far as the hardware simply works and the spare parts are available. I guess the demo scene will get new winds and the style will change in years, but the original hardware will remain always the same. Now it is interesting to see what C=1 will bring here. I have seen some emulator users have lost their attitude on using the real
hardware: Some of them even are pointing their accusing forefinger on the coders who did emulator protections - or even just hardware tricks that pitifully didn't work on an emulator. For me, it looks like the 'emulation scene' is having their own branch of a C64 scene. I hope the people could use more the original hardware. I know there is some guys who wanted to have one, but for some reason they can't. It should not be a problem: A C64 hardware is very cheap today."
Taper/Triad "For me, emulators won't ever be able to replace a real C64/128. Even the newest emulators fail to impress me. They don't give me that special feeling, just that feeling that still makes me want to power up my old breadbox over and over again. They don't look real, sound real or feel real. I can understand people who played games on a c64 during a limited time of their youth, or since long retired scene who totally lost their interest, for using an emulator just to bring back a little memory of the past and gaming history. But for us, people still active and producing stuff for our darling 8-bitter
the main machine and the best choice must still be the real deal. I would never watch demos in an emulator, for instance. Starcommander and other PC tools to preserve and move data back and forth is a whole other thing, though. One of the most important historical tasks for us who are still active in the C64 scene today is to backup everything we can get our hands on and preserve the data on safer media. As for the internet, the first big step for the C64 scene towards the net must have been when the first release scene decided to move from the boards to the ftps in the mid-90s.
I remember having quite harsh discussions with Newscopy (then in F4CG) about this (ED: me too 😊, and I was strongly against it. However, I wasn't against it because I didn't like internet at all, I was using it myself all the time. I was against it because I knew it would totally kill the BBS scene that was struggling for survival. Many thought I overreacted, but looking back now I think it's safe to say that I was right. The board scene did die shortly after. And ofcourse, it would have died anyway, but not that soon. It could have lived on for another year or two, before it was decided to move to the net permanently. But that is history now. Today, internet
is an essential part of communication in the scene. Without it, our scene would be smaller, less active and we would have one hell of a hard time to cooperate when it comes to preserving c64 software. The future is, as always, in our hands. So let's try to make the best of it."
If you wish to take part in the Domination questionairre. Simply send an email to the editor in chief - jazzcat@c64.org We would also appreciate your feedback on what type of questions would be suitable for this segment. Regards, Jazzcat/Onslaught.
<< PaRtY RuNeS >> The scene party - a sacred ritual where members of C64 scene town gather to perform magic for themselves and for the stunned non-believers struck with awe at what is displayed on the big screen. The spirit of our scene is dependent on many factors, one of the main ones is these events, motivation + productivity + finalisation = another step forward in reassuring the continuation of our 8-bit wonderland. This time round, we venture to Poland.
NORTH PARTY 7 Report by Smalltown Boy/MSL The seventh edition of one of the last remaining C64-only parties in the world was held in Bartoszyce, Poland this year. Starting on Friday 4th of October, it had its end on Sunday 6th of October. I was there and I want to tell you some more about this important event.
Friday. To attend this year's North Party, I missed a speedway match deciding on if WKM Warsaw would be promoted or not - now how's that for dedication? 😊 Longhair/Elysium promised me a lift, so we planned to meet up on a Friday afternoon and go to Bartoszyce together in a quite comfortable way. We had a good talk - the most interesting matter was that Longhair no longer owns an original Commodore, just a PC with WinVICE plus SIDPlay2 installed and he claims it is enough. However, I did not know that Longhair is a Marcus Gronholm fan - if I knew that, I would never let him drive the
same car that I am sitting in. After long and (amen) very exciting journey, we finally reached Bartoszyce at night - it was 1:00 AM. Saturday. The first person at the party place I've seen was a very drunk Praiser. He sat on the chair in the so-called kitchen and stared blankly on the wall. A majority of the sceners were in a similar condition at that time - they were sleeping, not only in the sleeping room, but quite simply everywhere, including a stairwell and an attic. Wacek/Arise was deejaying still, ignoring the fact that only Bzyk/Samar
dances to the drum'n'bass Wacek's playing. Finally, the last of the alive sceners went to sleep as well, after a few hours of drinking and talking. I was woken up after 2 hours of sleep by the sounds of C64 keyboard clicking (there were four Commodore 64 machines at the party - it seemed like many sceners had brought their notebooks instead of their C64s, well this is a sign of the times). CreaMD/DMagic was there by the Commy, doing the final touches to his music compo entry. I was praying for him to finish soon, but he didn't.
In the meantime somebody started to play classic demos on the big-screen, and the volume level was so high I was forced to wake up completely. Fenek/Arise was discussing coding matters with Brush/Elysium, some sceners were having breakfast (most of them preferred spam & stale bread - I had some strong coffee instead; wow rhyming). The things were rather slow until the evening, as the majority of the party people were waiting for the competitions. I talked to many sceners (paying special attention to the musicians, because I am a musician myself). CreaMD told me about his compo entry:
"You know, I try to compose party- killers". Shapie/Onslaught told me about his new music collection "Back On Track": "It's almost ready" (Later I had seen and heard it and it's quite impressive!). Fenek was testing the demo "Dream Injection" that Arise made for the demo compo, some lucky ones managed to take a look at it and started to spread rumours that the demo was simply excellent. Nothing special was going to happen in the afternoon, so everybody each found something to enjoy. Most of the people went out to the town and had a dinner, some more sport-oriented sceners played a football match, Blacklight (the
party organiser) announced the showering time a bit later, then finally the evening came. The sceners started to gather slowly in the entrance hall. Brush and Cresh/Elysium were finishing a note to their demo "Late Ejaculation" which consists mainly of parts written for a legendary (but never finished) co-op Taboo and Elysium trackmo called "Altered States". You probably know that Taboo released their parts a few years ago as a complete demo - now it was Elysium's turn to do the same. Brush invited me to take a listen to some new tunes by Shogoon and Metal (!) - one of Shogoon's tunes (Dune Cover), contained samples and was made for the music compo, it impressed
me and I predicted it will take first place with out any doubt. I did not know that Brush will change his mind later and will send "Dune Cover" to compete in the reflextracker compo, declaring a rather experimental composition called "Sling" for the music compo instead. Blacklight decided to delay the long- awaited compos a bit, in order to prepare all the entries properly (he received some of them on Saturday, which was AFTER the deadline I think). To fill up time, some TV adverts from the early 80s were shown on the big- screen. The advertised product was ofcourse our beloved Commodore 64 - plus there were some ads for Amiga and VIC20 as well. All in all, a very nice
show, but when will the compos start? At last. I looked upon my watch - it was 22:00, when Blacklight, Soe and Wedlock (he is also a local police officer) started to call the party people together for a beginning of the first compo of the evening. The music compo. I have to explain one thing - on Polish parties there is a tradition to keep everything you contribute anonymous, to prevent voting on friends and such. There is nothing show to the public on the screen while a tune is playing, for example. You were allowed to vote on your own entry though, which just did not make any sense! The whole Arise
and Elysium group members, as well as some individuals (Shapie, Bzyk and me amongst them) decided not to vote on our own works at all, in my opinion that should be a rule. There were 18 tunes entering the music competition. Everything was played on an 8580 SID chip. First tune - rather "Vibrants"-styled, with a catchy melody and smooth arrangement. However the audience remains calm. (Bzyk) Second - a total mystery. Something between drum'n'bass and acid-jazz, it got a huge applause. (Orcan)
Third - after five seconds, the author's handle was being shouted all over the place; even the sounds are typical for him, as well as the tune experimenting in minimal style. (Wacek) Fourth - happy and simple tune, some sceners started to clap their hands and even dance. (Sidder) Fifth - nothing to be said about it, because it was mine. I was in total panic, not knowing how the audience would react. (Smalltown Boy) Sixth - electric jazz style at its peak, quite a complicated melody later in the tune. (Longhair)
Seventh - dance tune, definitely not my favourite kind of music, although the people seemed like they enjoyed it. (Snickers) Eighth - close to oriental style, but very hard to understand, there were shouts begging Blacklight to turn it off. (Yodelking & UL-Tomten) Ninth - very original and fresh, imitating New Orleans jazz style, but the arpeggios sounded totally off-key. Probably, if it's been arranged for a real piano, horns and acoustic bass, it would sound better. (Shogoon)
(Cigarette break. Excited sceners are talking to each other in the hall, trying to guess the authors, predicting what awaits us in the second part of the compo and so on. This was the most enjoyable part of the whole party in my humble opinion.)
Tenth tune - the instruments are so characteristic, after the tune ends there is a comment "so you didn't forget how to do it!". It was addressed to the composer - who was declaring, just before the party, that he won't do anything for it due to burnout. (Praiser) Eleventh - very good introduction on some rarely used scale, then to become a fast, simple dance tune. (CreaMD) Twelveth - very catchy tune with a clever and smooth arrangement, reminding me of the 80s pop music style. (Shapie)
Thirteenth - this tune sounded very powerful, but was a little too repetitive to draw the attention for long. (Jammer) Fourteenth - another try in making something technical, rather difficult and based on sophisticated instruments. (Vip) Fifteenth - I am looking at Brush, suspecting this to be another music from the Elysium stable. This sounds so close to Mitch & Dane style, very good chord changes. (Wizard) Sixteenth - some interesting instruments, but the tune doesn't show any sign of musical knowledge. (Data)
Seventeenth - strange one, starting like old-school and them mixing it with techno trends, not bad at all. (Heinmukk) Eighteenth - another dance tune based on a deep bassdrum stressing quarters. Some sounds coming out of the speakers were quite annoying. (Klax) That was basically everything. Almost everyone agreed that the second tune will probably win - but at the same time no one had any idea who composed that piece!
Sunday. Reflextracker compo was the next to arrive. Only four entries here: first one caused general hand-waving and so on, as it was a rather simple dance tune (Reiter). The second entry created even more madness, Deino/Sataki started to mosh and headbang, while Elban/Arise screamed words like "satan" and "death" (Jammer). Third one spoled the atmosphere a bit - it used almost exactly the same sounds as number two, but was more complicated and - let's say - worse (Data).
Fourth entry, preceded with a long announcement by Blacklight, it caused much controversy. Some loved it's beautiful arrangement, while the others protested "it is not a reflextracker tune!". Right, it wasn't, but I loved it though and gave it 10 points. (Shogoon) Graphic compo had a very low amount of entries - just three! Poor quantity (and furthermore, two pictures were also part of the demos presented at the party), but the quality compensated it. Spider of Apidya did a multicolour piece, Katon did an IFLI piccy and Crazy Pepe - two screens high FLI. Katon's work met with the warmest reactions - as it was so detailed and colourful 😊 There was also two bonus
pieces: unfinished, but promising, a picture by Jammer and a fake pic of Sebaloz/Lepsi stroking the fat arse of an incredibly huge woman. It was named "Greetings from Asia". I will skip the descriptions of the 2 SID compo as there was only one entry and it was nothing special and also the 4K Intro Compo (two entries, one of them being rather a joke than some serious stuff). VHS compo next, with some amatuer clips in DivX format. Not very exciting in my opinion - is it a C64 or a PC party? Nevertheless, the winning "Kalma", done solely by Wacek, looked very professional and was worth showing.
Demo Compo - The Grand Finale 😊 Onefile demo by the Sataki team - quite nice, but something was wrong with the projector and scroll got shredded a bit. Next demo was the one-sided "Fata Morgana" by Oxygen64. I anticipated something average - so I was pleased to see some nice effects and some good design. One thing though - sometimes the decrunching time was far too long, also the viewing routine written for the 320x400 picture created a flickering line at the bottom. But, as I said, all in all quite nice. Elysium was next, with the "most delayed demo in the C64 scene history" thats how they subtitled their
productions "Late Ejaculation". Despite the fact that the eldest part was made in 1992, and the newest in 1994, the trackmo had many interesting effects in it and was put together efficiently (no wonder, considering the amount of time Brush had for it). The worst part was probably a precalculated hires zoomer (biiiig calculation time) and the best - morphing, the effect that is always impressive when done on a c64. Also, two full screen Carrion pictures made us sorry that this graphician is not active anymore. The end party had an atmospheric music by Wizard that put the audience in a good mood to see and rate the last demo of the compo, and probably the most awaited production of the year.
"Dream Injection" by Arise! Well, what to be said. We were watching this trackmo in absolute silence - except the "vectorized rubber worm walking" effect, which was followed by a standing ovation. The same happened after the demo was over. This just had to be a winner. Counting the results from the forty votesheets took Soe and Wedlock about 30 minutes. While they were working on it, Longhair (with his bass guitar) and Wacek (with his PC beatmachine) entertained people, creating some improvided musical stuff in realtime. Also, the big screen projector stayed turned on throughout the vote-counting so Cresh and Praiser took advantage of it, trying to make up some quick pseudo
animated movies with their hands and pieces of torn paper. The results turned out nothing surprising, Orcan winning the music compo (Praiser did not believe he came second place, as he created his entry in a few hours during the party), Katon won graphics, Wacek VHS and Arise the demo compo. The only strange decision was in the reflex compo, caused probably by the fact that Shogoon's "Dune Cover" did not suit this compo technically at all, and was kind of disqualified by some of the boters (however, I agree that Jammer's piece sounded very good). Each of the winners (except Orcan and Jammer, who weren't present at the party) got a CD with a DivX movie as a
prize. When Soe and Wedlock, assisted by Bzyk and me, sat by the computer to put the eight party-disks together, the dawn had already started to rise. Two hours more and we could transfer party-stuff to PC formay, then pack our bags in a hurry and go back home. Maybe I could stay a few hours more, but there was nobody to talk to, everybody slept silently, except a very drunke Provee, who still believed that the audience hall was full of people watching demos he was running on the big-screen. Outside there was heavy rain and the temperature was low. Fortunately, I caught the bus to Olsztyn at 6:30 AM,
then another bus to Warsar at 8:00 AM and reached home shortly after midday. I didn't even have a chance to wave goodbye to all those sceners I met at the party, so I'd like to greet them here: Longhair, Brush, CreaMD, Shapie, Praiser, Wacek, Bzyk, Cresh, Soe, Galy, Viper, Data, Fenek, Browar, Bimber, Blacklight, Jackobe, Wedlock, Provee, Flea, Deino, Katon, Biondi, Morris, Luke, Jam, Elban, Prezes. Keep the scene alive! Signing off, Smalltown Boy/MultiStyle Labs.
North Party 7 results: ‾‾‾‾‾‾‾‾‾‾‾‾‾‾ DEMO: 01. Biba 2/Arise (277) 02. Late Ejaculation/Elysium (224) 03. Fata Morgana/Oxygen64 (170) 04. Born In Pain/Sataki (108) MUSIC: 01. Orcan/React (276) 02. Praiser/Onslaught (235) 03. Smalltown Boy/MSL (231) 04. Wizard/Elysium (211) 05. Snickers/Cosine (202) 06. Longhair/Elysium (193) 07. Wacek/Arise (187) 08. Jammer/MSL (185) 09. Shapie/Onslaught (181) 10. Sidder/MSL (180)
11. Bzyk/Samar (172) 12. Shogoon/Elysium (166) 13. CreaMD/DMagic (159) 14. Vip/Padua/Role (158) 15. Heinmukk (136) 16. Klax (107) 17. Data (96) 18. Yodelking & UL-Tomten (88) GRAPHIC: 01. Katon (242) 02. Crazy Pepe (184) 03. Spider (165) REFLEXTRACKER: 01. Jammer/MSL (205) 02. Shogoon/Elysium (153) 03. Reiter (134) 04. Data (100)
2 SID: 01. Data (???) 4K DEMO: 01. Prezes (???) 02. Dj.Gruby (???) VHS: 01. Kalma (233) 02. Autyzm (203) 03. Piane Kurczak (164) http://www.north.mov.pl
Party Runes II Editor's note: As the deadline of Domination #17 came closer I didn't really know what kind of information on PHAT 2, demo and music party in Riga, Latvia should be included. I was kinda not up to writing a report myself since I was an organizer of the party and I rather wanted to publish impressions of some visitor. I asked some and a German PC scener Shiva of Kolor agreed to help out. As the time was tight and more than a month had already passed since the
party, he wrote a small and quite chaotic report still reflecting his experiences very well. I just added quite few annoying comments and additional info I thought one might be interested in and edited it heavily since Shiva was really *quick* 😊 Another thing I'd like to add is that because of countless troubles and disorganised underground chaos taking over the party since the first day we didn't manage to have 8-bit compos so for these entries we will be having (delayed) voting online (the biggest problem was recording all the chiptunes as MP3 from original hardware (entries include C64, Spectrum, Gameboy and
NES modules). Check http://phat2.808.lv for the entries and the rules. Signed, Raver of Phantasy & DualCrew-Shining 05.11.2002, 21:19, Riga, Latvia.
PHAT2 party report by Shiva/Kolor Attending PHAT2 was kind of a pretty random decision for me. I had just seen some photos of the party-place and got an invitation from Raver plus life sucking in general here in Germany. So I grabbed the next plane to the distant city of Riga in Latvia. DAY 0 After air travel in a little propeller machine via Finland, smiling stewardesses and lots of free coffee, I arrived in the Riga airport which greeted me with special super slow custom checking (they got the grim
looking and slowest in the world one- finger-key-search-typing police guy ever to type all the names of the people entering. I managed to find my way to the center of Riga where I was picked up by a super stressed Raver who was hurrying for some radio or TV or whatever interview (ed - both of them) so he dumped me at a cozy office place. There was already some of the other foreigners there, including Zden/Satori from Slovakia who was hacking on his notebook and playing with his lomo style mini digicam (ed - check his P.2 lomo pictures - http://satori.sk/lomo.html) There was some speech by a russian art guy (ed - Lev Manovich, USA) about computer art which seemed to be pretty
ridiculous and/or pretentious to any scener. Good way to kill time anyway. Later on some other people showed up including Tero and Lackluster (aka Deetsay/DCS and Distance/TPOLM) - two musicians (Deetsay is also a coder) from Finland and a whole crowd moved through Riga's center to Raver's flat to hang out there with tea and a little dope. All very relaxed. As the night grew all the foreigners (really a small bunch pretty much sticking together) were taken to a very cheap hotel kind of place quite close to the party-place where we would keep staying for the night. More comfortable than a sleeping hall.
DAY 1 After getting up and having some breakfast (coffee, apple pie! we moved on to the actual party place with our native guide Adnes (Vxn). The place was still empty but just incredibly amazing. It was an old industrial building completely in ruins with such a cool flare of decay and ancient communist technology and debris everywhere. We wandered around the huge building for hours just taking photos and simply being awed by the atmosphere (images of the party- place can be found at - http://shiva.untergrund.net) No party going on yet though. Slowly in the afternoon people started to bring
in equipment, beamers, sound systems, chairs and I was helping setting the stuff up. Also Rawhead/Faktory (ed - after P.2 he also joined Phantasy) from the UK showed up with whom I wanted to do a co-prod intro thingy. Having more coffee and some relaxing conversation. In the night the whole building was transformed in a completely different place with lighting and loud music on three floors going on. Lots of people were pouring in, and beer and sound made one to ignore the night's coldness quickly. Sometime some people from Sweden arrived (goddamn, my memory for names is non-existent) (ed - perhaps it was
Goto80/H'N'T/UpRough, his girlfriend, 4D-Man/Phantasy, Lai/Phantasy and another databoy I don't know the name of). Towards the morning we returned to the hotel. Sleep. DAY 2 Again, no party + zero scene activity at the party place during the day, so me and some other foreigners went out and checked out the city doing classic sightseeing and most of all feeding ourselves. Riga is a really nice city in the center, almost like any other European city, but with a special flare of the huge market and a diverse lot of cafes and bars (ed - too bad you didn't
manage to check out the ghetto area 😊 ask Zden, he knows!). So we had a good time and what is even more important, we were fresh and in good shape for the upcoming night of great music, booze and some occasional dope. The muic was really cool (maybe you noticed by now, PHAT2 was kess if a scene event than a music festival in a really neat location - the ratio of like max 20 sceners to a few hundred dancing people (ed - random statistics ltd shows ~50 sceners vs ~1500 dancers). There was very diverse stuff ranging from standard house DJs spinning on the top floor (ed - more like techno?) and weird noise being mixed on
walkman players (ed - that was hardcore and gabber on DJ West's minimalistic soundsystem!) to rapping gypsies in the basement. DAY 3 Another day passed the dull way... Don't ask me how. I probably had some food and so on, but it was evening very soon after getting up anyway. Now there was actually some tiny bit of demo watching going on in the former kitchen area of the factory building (ed - can't be you didn't notice all the other demo activity on Friday night? 😊 But somehow the hardware and software sucked big time. Luckily lots of music started to bang again and I
had brought enough booze and a thick blanket from the hotel fighting the coldness well. The absolute top event here and kind of a defining moment to the whole PHAT 2 experience for me was Tero from Finland playing live what he calls "heavy metal on a C64" through a massive soundsystem in an almost empty basement area of the factory after having drunk a bottle of vodka, and Zden projecting VJ stuff on a bare concrete wall, freezing cold, 6 in the morning.. Amazing. I just noticed mixing up the days. That was day 2 actually and day 3 had some kind of competitions around that time, but nothing I culd really remember. Zden had some demo in a
cool Satori noisestyle (ed - Satori demo was played live) but that's about it. Lots of music compos though. I forgot. DAY 4 Party was over. I did some more sight- seeing in RIga with a cool DJ from Denmark (ed - Fresco/Stylus Force), mostly sitting around in cafes and discussing. In the night there was some chilling at Raver's place again... yay. DAY 5 Back home. Work. Remembering it. P.2 was exhausting but a really cool party living in a completely weird nonstop way
for a few days and giving me a great break. If you like really weird parties, come to PHAT, but do not expect too much of demo scene there (ed - unless you come indeed and sceners vs. dancers ratios becomes more balanced).
PHAT2 webpage: http://scene.lv http://phat2.808.lv Photos and videos: http://808.lv/gallery/PHAT2_@_VEF_ 2002 http://shiva.untergrund.net/phat2 http://satori.sk/lomo.html http://za.scene.org/rawhed/phat2 http://lynx.lv/albums/index.php?currDi r=./PHAT2 http://www.compic.ee/backa/phat2 http://scene.lv/video/PHAT2-Day1.avi http://scene.lv/video/PHAT2-Day1.mov More photos, reports, movies and slideshow and wares+results coming up.
PHAT2 LIST Handdrawn compo ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Electric/Extend - blax 187/Phantasy - ? (pencil) (Crack)intro compo ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Onslaught Antiques - intro (C64) DualCrew-Shining - intro (GBA) 1kb intro compo ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Warriors of Wasteland - 1k intro (C64)
Demo compo ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Satori - demo Logo compo ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Critikill/Farbrausch/Scenic/Mawi - Phat logo (PC) (640x336x16M) Mantra/Addict/Scenic/nah-kolor - Phat2 logo (PC) (640-480x16M) Pasha/Secular - (P2) (746x555x16M) Lunix/Phantasy - Phat (Amiga) (dpaint5) (320x256x16M)
Ascii/Petscii ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Saksan Perussanasto/Jumalauta - phat2 (petscii) (C64) Pasha/Secular - phat2 (ascii) (amiga) Poise/Deez'nuts/Secular - phat 2 (ascii) (amiga) (aciddraw) Hires hicol gfx ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Ray Noa/Mayhem -Siberian Kiss (amiga) Critikill/Farbrausch/Scenic/Mawi - Lazy Frog (PC) Mantra/Addict/Scenic/nah-kolor and Zero/Cloud#9/Filet - you butt me (PC)
Martinez Gonzalez/Kuba - baigi jautri (PC) Martinez Gonzalez/Kuba - barba (PC) Lores locol gfx ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Electric/Extend - cocillana (C64) Factor6/Phantasy/K3L - W.D.N.Y.S. (Spectrum) Ray Noa/Mayhem - Surreals (Spectrum) Gas13 - underwater (Spectrum) Prof/4th Dimension - mandella (Spectrum) Moran/Cyberpunks Unity - moth (Spectrum)
Digimuzik ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Critikill/Farbrausch/Scenic/Mawy - end of day (PC) RM - untitled (PC) Fee.nix-z - Vulva (PC) Melnizz - sex slave (PC) Raver - aqok (PC) Martinez Gonzalez - ahuks (PC) ngc-5128 - kosmo mill birds (PC)
Chipmuzik ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Factor6/Phantasy/K3L - reason (AY) nullsleep/8 bit peoples - streetlight symphony (NES) Agemixer/Scallop - al-qaekueuda (SID) Siril/4th Dimension -Cascade faceforms (AY) Hally/Vorc - punisher (GB) Beebittus - ex-ample (AY) beebittus - zx-space (AY) Key-Jee/Triebkraft - past life (AY)
Risk/Original Computer Association - Class 09 remix (AY) Risk/Original Computer Association - Lost Memories (AY) Moran/Cyberpunks Unity -Absolute Fire (AY) Fatal Snipe/Fenomen + Ahim/Cyberpunk s unity - Fellowship Nik-O/Techno Lab - roofmaniac (AY) Wisdom/Crescent - phat tech (SID) Weirdo/Licos-hide me against fear (AY) Weirdo/Licos - auktyon (AY)
Smalltown Boy/MSL - addicted to gaming (SID) 100% Trance/X-Style -short tune (SID)
Interview with Hi-Lite/Padua This time I am proud to present an interview with a German scener who has been around for over a decade. He is currently a member of Padua where he is a coder and graphician but he has also been a member of famous groups like X-RAY, SUCCESS and HITMEN. Key: D = Domination H = Hi-Lite/Padua
D) Thanks for your time Marc, could you please tell our readers about yourself? H) Hello! My name is Marc, I'm 31 years old and I live in Kassel/Germany. In the groups I've been part of I mainly did intro coding, GFX and swapping. Later on I also did some game training and packing (no more need for cracking as the games at that time weren't protected at all).
D) When did you first join the scene? H) Well, it all started pretty late in 1990 when I got to know Arrogance/Success on the telephone. At that time SUCCESS was in co-op with X-RAY. My partner in crime, Raze, and me visited him and we became close scene-friends with Arro. But somehow, before we could join Success, the S+X co-op splitted up and Success died... So, Arro took us with him into X-RAY. That's the way it started...
D) What have been your former groups? If possible can you tell us some kind of date when you joined them? H) In June 1990 I joined X-RAY. Around July 1991 some friends convinced me to join PANDORA, but after some days I rejoined X-RAY for several reasons. Then, in October 1991, SUCCESS was rebuilt and I joined forces with them from the very beginning, for a long time... In the summer of 1992, I renamed from Major-X to Hi-Lite. Dunno why, but somehow I was bored of my old handle. Around January 1995 I left and joined HARDCORE. Somewhere in late 1995/
early 1996 I joined HITMEN and finally left to join the PADUA family in the middle of 1998... D) What have been your favourite moments during these groups you have been in during your time in the scene? I) I did enjoy most of all the time in the scene, because to me it all was/is pure fun. That's why I did it... No >real< special moments I can recall, except for some parties maybe.
D) What computer equipment do you own? H) Nothing fancy. Just a C64 incl. Action Replay MK5, 1 1541 and 1 1541-II. Besides I own an old fashioned PC, a 550 Mhz Athlon, 512mb SD, 100 GB Maxtor ATA133, Pioneer 106s, Lite-On 321240 cdrw, Elsa Erazor III+, Mustek 12000p and Epson sc760. But that'll change soon! 😊
D) Nowadays your in Padua, I think your last works for them would have been some graphics in their demo Embryo. Will you be in more of their productions again and do other jobs apart from painting? H) Maybe you noticed I'm on the inactive list right now. That's because I rarely have time to spend on the good old 64. Real life simply takes too much time. But from time to time I'm still doing some GFX as Raze and me still have some projects in mind, on which we're working. Hopefully we find some time to finish them... 😊 Moreover I still have some unreleased, nearly finished stuff in my box (who doesn't?) So maybe you
will see something from me again in the near future, GFX and code wise... D) What would you say as words of advice to the new generation of c64 sceners out there? H) Hm, I don't think they need any advice from me. Just keep on producing as long as you enjoy it! Anything that keeps the c64 alive should be welcome!
D) Ever been involved in any big disagreements or wars in the scene? H) Nope, not really. At the time I was in X-RAY, we had a little 'war' going on with TRIAD about their 'Gamers Guide' and several mistakes they made in the lists. Anyway, to me there's no sense in a so called 'scene-war'. I mean, some people get along and some simply don't. That's just the walk of life, but hey, starting a 'war'? Main reason for most of the wars was probably just gaining attention.
D) What do you think would be the differences between a demo and a cracking scener? H) Hm, hard one. I don't think that there was any big difference between a demo and a cracking scener. They were both doing their job for the same reasons: fun and fame. Sure, nowadays there's nothing left to crack on c64, so, here you probably have the difference... ☺ D) Ever called the boards? and which ones?
H) I was lucky to start calling out at a time, when blue boxing was still working fine. Boards I called were !Divine Ultimatum! Edge of Midnight, Dreampark (cool mods), The Dungeon, The Forum, Tunnel of Warez, Terminal Obsession, Holiday Inn Cambodia, The Shaolin Temple, Mystic Cavern, Forplay and some others. But my favourite was, no doubt, Divine Ultimatum! Not only because I've been co-sysop, but also because it had a special touch and a cool sysop (Hi Marcellus!).
D) Have you been to many scene parties? Which one do you remember the most? H) Yeah, I've been to quite a few parties. If my brain doesn't play tricks on me I was at Silicon Ltd+Ruthless in Utrecht '91, Success+Dominators in Papenburg '91, Spherical Designs in Bocholt'91, G*P in ??'92, Camelot+Silents+Anarchy in Aars'92, X-Mas in Herning'93, X'98, X'2000 and some others I can't remember... The ones that I remember the most are the Silicon Ltd+Ruthless party in Utrecht'91 (probably because it was my first scene party ever plus we had a crazy journey to Utrecht plus we had a cool time playing 'Quarters', a drinking
game with Raze, Arrogance, Majesty, Zoolook, Goldrush, Crossbow and some others plus I was soooo fucking drunk that night!) and the X'2000 (lots of cool people plus meeting Tristan from the USA) D) Your handle, does it hold a special meaning? H) No, nothing special. It's just: Hi-Lite - hence the name, you know? 😊 And there wasn't any special meaning for my old handle Major-X either...
The favourites of Hi-Lite/Padua Demo group: Crest, Censor Design, Black Mail Demo: Dutch Breeze, Krestology Cracker group: Ikari, Legend Cracker: Antitrack, Doc, Burglar Coder: Crossbow, Rap (Andreas) Musician: Jeroen Tel, Steel (Mario Laugell), Markus Schneider Graphician: Hein Design, Zoomo (Gordon), Die2 (coolest logos) Disk magazine: Shock
D) With your painting, which tools do you prefer to use, of the graphic editors available? H) As you know I'm not that active anymore. So I don't know if there are any new cool graphic tools being released lately beyond my knowledge... But one of my favourite tools (and I think a MUST for every graphician) is still AMICA-PAINT/BOMZ. It's powerful AND comfortable. Moreover I used Gunpaint, FLI Editor 2 AFL Editor 2 (both from Topaz and Mono Magic 1.3 when it comes to other graphic formats (for the same reasons as above). In my eyes a good editor should be a mixture of both, pushing the
limited AND being easy to handle. D) Ever painted graphics for games? I recall your name in Frogger 64 I think 😊 H) No, not really. At least nothing that had been released. To be honest I kinda have big respect for guys doing game graphics. It's way different from painting logos or pics. Somehow I'm lacking of motivation for such a job...
D) What do you think is the difference between games made in the 80s and 90s and the new games on different platforms today? H) The main difference is surely the progress in art and sound. Just compare for example Donkey Kong and Hawkeye. But on the other hand this progress in style also has it's reasons in the better, exploring new ways, programming. So it's a hand in hand walk... And this ofcourse even multiplies on all the other platforms with the immense hardware progress.
D) Time to send your greetings... H) Oh, I would like to send a big 'Hi!' to my friends or ex-contacts, like: Raze, Arrogance, B-Wyze, Lifestyle, Chrysagon, Ano, Chameleon, Rap, Steel Zoomo, Burglar, Nightshade, Moren, Curlin, Jihad, Shocker, Walker, Jity, Spiderman, Alex, Fen1, Enjoy, Scorpie, Derbyshire Ram, Drake, Silco, GRG, Rug Rat, Razy, Tornado, Lyon, Duke, Crush, Adolf, CRT, Infocomie, Dense, Sodapop, RCS, Silent, Hewitt, Twist, PFK, Tricket, Manx, Gryzor, Mad Butcher, Majesty, IST, Tecon, Gabriel, Frank and all in PADUA! Sorry, if I forgot someone... Feel free to e-mail me! (raze@padua.org)
D) Well thats all, I hope you enjoy this edition of Domination, any last words to leave a final impression on the audience? H) Just thanks for your interest and keep up your good work! +++clik!
Interview with Iopop/Triad Most of you would be familar with this coder from Triad. Not only through the demos he makes and contributes to but also the times he has been on the boards, mail scene, scene parties and internet/irc mediums. This interview was conducted in email in early August. Enjoy the contents! Key: D = Domination I = Iopop/Triad
D) Welcome to the magazine! Please introduce yourself to the readers... I) Hi! I'm a 25 years olde Swede. Still in school, studying signal analysis. Will be so for at least 2 years. Been active in the scene for over 10 years. For those who don't know I'm a member of TRIAD and my main activity is coding. D) Could you tell us a bit about your C64 history. When did you start in the scene and what groups have you been in? And what is the main events in your career?
I) I got my first C64 in May 1989. In the beginning I just played games but after some weeks I got bored of that and started to code basic. Got my first monitor in 1990 and started to code ML. Didn't have any drive so everything had to be saved to tape. In January 1991 I got my first drive along with that an assembler. Finally I could do some real stuff. Met NOY at a German lecture and we started to share ideas. Learned that he and his cousin, NEPTUNE, had a demo group called ARAGORN. I joined them during the summer of 1991. Our first demo was released in October'91. We produced 5 demos until May '92 when I am Bumboo left them for JAM.
During my time in JAM I released 12 issues of my magazine, JAMAICA. Did some small demos and cracks. At Tribute'94 I got asked if I wanted to join TRIAD. The idea was that I, together with them, should do a new magazine. That never became reality. Been in TRIAD since then. The main highlights must have been the first time I visited a big party, TCC93. The day I joined TRIAD and the first time I spotted Jamaica in the charts.
D) In your opinion, what is the most important element of a demo on C64? I) Originality! Can not be stated too often. I mostly don't care if the demo has hardcore code or breathtaking story. Give me something weird and I'm happy. D) Is there any effect or design idea that was made by another that you really admire? and what would you like to do on C64 with coding that you have not yet done? I) Yes, those fullscreen rastersplit +
multiplexed-dysp parts that were so popular in the late 80ies. I never had the patience to code something like that. Things that have to be done is more dynamic demos. Today's demos are rather static, ie. each time you run it, it will look the same. So far the only, somewhat, dynamic demo I've seen is Avantgarde by CREST. D) A new demo from Triad to be released soon? Any hints on what it will be like? I) I hope so. At the moment I have no idea what kind of demo we will do.
If its going to be a big one or a smaller one. A negative, scenewise, thing about me is that I mostly do stuff for my own benefit, instead of doing a demo out of it. For me, its more to create than to release. You could in some way relate this to Kraftwerks' thoughts about making a record, that is the same thing that having the record button on for 40 mins. Demo making for us is mostly a process that grows over time, as we share ideas It is not like we sit in a meeting with printed papers and decided what kind of effects we will use.
D) Some say that demo lovers are divided on two types of demos. The one that has a theme/storyline and the other that is technical. What is your opinion about this? I) Rubbish! Why see everything in black or white. I rather have both. A strict theme- or technical demo are among the most boring things I know. But there are exceptions to this too... 😊 D) What is the most important thing that keeps Triad producing stuff on the c64?
I) Maybe lack of social life? No, we are one of the oldest groups in the scene that is still active and we will continue being that. Somehow its our obligation to continue until someone else can take over. On the other hand, I think, the so called scene-life has grown into us. We are used to it and feel comfortable doing it. Most of us joined the scene in the early 90ies when everyone was doing PC/Amiga stuff. So the C64 is natural for us. D) I know you organised some of the "Floppy" parties. Which other scene parties have you been to?
I) Apart from three Floppy parties, I've been to: TCC93, Tribute, TP95, Dreamhack97, TP97, LCP2000, MS01 + lots of small meetings. D) What are your current activities these days? I) In the scene: I try to code when I have ideas. But also cracking when I get the chance. I also started to collect demos and cracks on a bigger scale than before and also trying to document the Swedish scene history. In real (?) life I study too much.. 😊
D) What are the individual members of your group doing these days? Like Kingfisher, Jerry, Taper, Twoflower? etc.. I) Well, we have all matured and we are not 15 years old anymore. Which means that sometimes the c64 doesn't come first. But we are all active in some form. Kingfisher is still coding, Jerry keeps The Studio running, Taper spreading our releases and Twoflower doing the graphics.
D) Was losing Hollowman a big loss for Triad or did it cause any internal disruption? I) Ofcourse losing a member is harder than it was for 10 years ago. But as always when it comes to group psychology, a group will change when one of its members leaves or joins. If this was a big loss I cannot answer as I don't know yet. We had different ideas on a few topics and as I see it, it was the best solution for all of us.
D) Ever had any wars or disliking towards some group or person in the scene? I) Well, never personally. But as a member of a group I've been involved in. In the early years there was this war between Aragorn and the Amiga group TBL. I can't remember what it was about. Probably something really childish as we came from the same town. Then during the years in JAM, we were in war with ANTIC. The war was based on something that happened years before I joined. My guess is because Jam was a rather new group, so it was ok for everyone to pick on us.
The favourites of Iopop/Triad Demo: RedStorm, Parapsykolog and Psykolog/PD, Kuppa 1+2/EXT Coder: Kingfisher Musician: Mindflow, Dane Graphician: Twoflower, Dane, Electric Disk Magazine: Today VN & DOM Past The Crest, Brutal Recall, Network Cracking group: Triad Cracker: Kingfisher/Triad Game: Tetris, Krakout
D) What do you think of disk magazines on the C64 in the past and present and what do you think should be their purposes? I) The general quality of disk mags have changes a lot, sadly for the worse. Both for text and outfits. The text issue might be because internet sites like c64.sk. As most news are already old news. But I don't think the main purpose of the magazines should be to write exactly what the internet sites does. Give us more indepth articles about the scene and leave those non-scene related topics to the rest. As an old editor I really like the concept of diskmags and I hope people
will continue doing them. D) What is your opinion on the cracking scene? and the personality differences between a legal scener and an illegal scener? I) For me the cracking scene has become more and more important over the years. And there are still lots of games to come. Things like GTW are only positive. I hope they can find all those old games that never made it. The fact that the c64 is the only computer/ console that still have a cracking scene makes it even more important to continue. Just look at the GBC scene
where an intro infront of a game is considered lame. A game can always be shortened/trained in some form. Legal sceners tend to think the c racking scene is a dead and lame thing. But I hardly care about those who whine the most as they are never contibuting with nothing to the legal scene either. Just wasting their time on IRC. D) What is your views on the internet and how does it serve you as a tool for the C64 scene?
I) As a communication tool it makes everything much easier than before. Still, this has some drawbacks as it somehow killed the swapping and board scene. An email is less personal than a real letter. I really miss the swapping days. When you got home after school and find out that you had got some sendings. D) To end this interview, here is your time to send any greetings to anyone that you know... I) I want to send some hi's to: All in TRIAD, Gilligan, Jucke, Dane, Britelite,
Mason, Jazzcat & Slator, Hollowman & Puterman, Tempest & Abaddon, Ninja & Doc Bacardi, Acidchild, Aleksi, Bizk, Sander, TMR, Cupid and the rest of the scene I prolly forgot. D) Thanks for your time Henrik! Any last words for the readers? I) Thank you David for interviewing me! I would like you to take your chance to call our board. The Studio +4615931991. One of the few C64 boards still running. Finally do not believe the hype, be creative and try to enjoy life.
LIVE INTERVIEW with Phase1/Dekadence/Creators Forward: It simply amazes me that new people are still venturing into our ancient scene, lending their presence so the scene's presence doesn't deminish. One of the new members to our scene is a graphician, who is a producer under the flags of Dekadence and Creators. Here is a live interview I instigated on IRC.
<Jazzcat> Welcome to the Domination magazine. Please introduce yourself to the audience. <phase1> Yeah, hi! I'm Phase1, 20 years old and from Poland. <Jazzcat> When did you first get a C64 or into working with c64 computers? What made you interested in it to start with? <phase1> Well... I had first touch to c64 in late 80's when my friend owned one. Then years passed and I found the Amiga demoscene in the early 90's... but still it took years when I found the C64 scene again, it was so late as Spring,
2002 at Lobotomia 2002 when BriteLite of Dekadence asked me to start doing C64 gfx.. So there I was, and I fell in love with it immediately. So I'm quite a newcomer still 😊 <Jazzcat> Did you find painting graphics on c64 difficult to behin with? Due to it's limitations? <phase1> At first yeah, when I was totally on my own. Though it was a challenge and I decided to succeed. Then I heard that there is an awesome C64 gfxian, Mermaid/Creators/Scoopex and I contacted her and she helped me to begin with. Then I just found it amusing to 'break' the limitations, so to
speak.. to be able to make fine gfx even when the limitations are quite strict and the amount of colours is low. <Jazzcat> Do you paint all types of gfx? (like logos, full screen pictures, sprites and charsets) or are you just doing only one or two things? <phase1> Yeah, all types, though I try to stick with the 'basic' stuff, so I don't do FLI etc. But I've learned to male mcol bitmaps, charsets, fonts, single col hires etc... so I keep doing lots of different stuff 😊
<Jazzcat> What groups are you in and what will you do for them in the future? <phase1> My main groups on the C64 scene are now Dekadence and Creators, and we're doing a few demos and intros at the moment with both groups. And I'll do just about anything I can, I'm eager to learn more and support the scene. I'm also trying to learn soon 6510-assembler so I don't have to always depend on coders. 😊 <Jazzcat> 😊 I guess you are really encouraged by the works of Dane/Crest, HCL/Booze, Kjell Nordbo/Shape/Blues Muz, each of these people did everything like music, gfx and code?
<phase1> Absolutely, though since I hang around a lot with Mermaid, I must admit that her example has been encouraging me the most, when I see so close how hard she pushes stuff and sometimes all by herself, gfx, msx, code... that's so admirable. 😊 <Jazzcat> Yes, she really is an excellent graphician. I have worked with her on some things. She is very quick at finishing the artwork. Have you heard about the Creators 5 years demo? <phase1> Not yet, sorry 😊
The Favourites of Phase1/Dek/Ctr Demos Well so far I've only seen few, I haven't had time to watch so much yet so I'd rather not answer until I've seen more 😊 Though My Kondom/Dekadence, Haujobb was imho great at Assembly 2002 Graphicians Mermaid, Jailbird, Tempest Cyclone (so far) 😊 Musicians Hmm... haven't heard so many scene musics yet 😃 but.. well ofcourse Rob Hubbard, Richard Nygaard, Britelite Mermaid, SounDemon (as you can see I've been so far in 'close' surroundings I know mostly stuff Dekadence and Creators do and what stuff Mermaid has told me to check ☺
<Jazzcat> What was your first work released in the scene? I know that Vandalism News #39 contained your graphics, any others? <phase1> My first released work was Assembly 2002 oldskool gfx cooperation with Mermaid. With a picture called The Last Battle. <Jazzcat> ah cool. I remember it came first place! <phase1> suprisingly yeah.. <Jazzcat> What is your impression of the c64 scene so far, compared to the other scenes you know of?
<phase1> Well... I find people happy to have 'new blood' in their lines and to find ppl who still want to support the c64 scene. And definately I find this more interesting than the PC scene, I'm fed with all these 'numedia artycrap' demos ☺ <Jazzcat> Yes 😊 We must celebrate that the C64 has been around for 20 years now ☺ That is a long time for a computer in this day and year. <phase1> Sure is... but I hope the C64 still keeps growing... and after our success with Mermaid at ASM2k2, I heard that my friends wanted to start learning to make c64 gfx immediately. Which was pretty cool 😊 But hey, kids
can do more with Commodore 😊 So why would it die ☺ <Jazzcat> Yup 😊 Were you involved in the Amiga scene at all? <phase1> Well not so much. I just watched demos and was fascinated by them. Then I started to do some crappy graphics in Deluxe Paint but they were just for fun, not scene related, though inspired by scene. <Jazzcat> Now that your in a scene group and your 'inside' the scene itself, does it inspire you more?
<phase1> Definately, and even more when I'm with so talented people. I also joined Scoopex a while ago, so now I can also fulfill my dreams from my youth on Amiga 😊 I'm some 10 years late but I don't mind better late than never 😊 <Jazzcat> What type of music and movies do you enjoy? <phase1> Well I listen to all kinds of music depending on my mood. Now I've been listening to Nectarine quite often, but like I said, it depends on my mood. Sometimes I can play sids for a week straight, sometimes I listen to commercial music etc... and movies... well.. I don't have anything special on
my mind now, I try to watch also other mainstream movies too, i.e., Japanese art-movies etc.. <Jazzcat> What do you do in real life? School? Job? <phase1> I'm working. Though I should finish my second senior soon 😊 <Jazzcat> Have you been to many scene parties? <phase1> Few 😊 <Jazzcat> a "few" more than me then 😊 <phase1> (Huh?) Haven't been to any?
<Jazzcat> Because I am in Australia I cannot get to Europe as easy as if I was already there 😊 <phase1> ah 😊 True. Don't you have any parties there. Australia is still quite a big country, I'd suppose you have some kind of scene there too. <Jazzcat> Yes. We used to have a big scene in the late 80s and early 90s. So big that our disk mags never had world charts, just Australian charts. Then we gradually killed all our Australian groups by joining the world scene, which is what we should have done to begin with. <phase1> 😞
<Jazzcat> The C64 scene is amazing that it has people from so many countries, even Sri Lanka! Africa, Russia. <phase1> Yeah! We're one big Family 😊 <Jazzcat> Also to mention East/West Europe, USA, New Zealand, Australia and Canada. <phase1> or you are, I'm just an intruder 😊 <Jazzcat> Intruding on the pages of this magazine only ☺ <phase1> It would be awesome if someone could arrange one HUGE party somewhere in middle of Europe and
would give 1 years time for everyone to gather money to go there 😊 And then we would stay there for like one week or so, just c64 sceners. <Jazzcat> One year also to work on competition entries for the party. There would be quite a lot of us, there is over 4000 C64 users on the C64 Scene DataBase website for example. <phase1> I think everybody could get travel money in a year 😊 <Jazzcat> What's your opinion on the internet - overall and when it comes to the scene?
<phase1> Well... overall there is lots of very useful stuff, but as in everything there is also crap, child abusers, etc.. i.e., in Finland there have been a few rapings because of internet chats. But I use the internet every day, many hours for searching for information etc. So as a concept it rules, people can share stuff easily all over the world and here we come to demoscene. Swapping is a quite slow method to share stuff, I mean snail mail swappers though respect to them still. But e.g. when making demos/intros/gfx etc... we made that ASM2k2 compo pic with Mermaid when I was at the party place. It wouldn't be possible without internet/irc. So my overall opinion of the internet is good, but like all things, when used wrongly it makes damage.
<Jazzcat> Yes, I agree. Do you have your own website or ever thought of making one? <phase1> Not at the moment. I took my old portfolio offline because it's so outdated. But I'm making a new one when I have more time 😊 and more stuff to put there ☺ <Jazzcat> Just before we finish this interview is there any greetings you would like to send out to anyone? <phase1> Well nothing special, I think you all do great stuff and your effort is priceless. But ofcourse thanks to all who have supported and encouraged me to come along into this fine community 😊
Keep up the good work and I hope to meet you at some party etc 😊 <Jazzcat> Any last words for the audience? <phase1> It's been a pleasure to be in this interview, Jazzcat is a nice fella 😊 <Jazzcat> Heh, thanks for your time. http://www.dekadence64.org http://mermaid.c64scene.org/creators
ADDRESSES ALMIGHTY GOD/L64/F4cg/Dekadence Domingo Alvarez C/Obispo Perez Caceres Urb. La Mata Parcela C-3, Portal 7, 1A 38611 San Isidro S/C De Tenerife Canary Islands Spain. ANTOMAN/Tide/Angels - for swapping Antony Kerslake - for friendship 60 Alroy Circuit Hawker ACT 2614 Australia.
ARISTO/Samar - Friendship rules Mariusz Zaleski l Fredry 3/3 41-800 Zabrze Poland. AZGAR/Samar - 100% reply to all Marcin Pilarz Ul.Giewont 6/13 43-316 Bielsko-Biala Poland. BLEMISH/Tropyx Grzegorz Saczuk Ul.Czcibora 22/35 71-570 Szczecin Poland.
CACTUS/Oxyron - Attitude Pawel Bol - Domination Al. Marszalka Pilsudskiego 60/14 43-609 Jarworzno Poland. CENTRAX/Samar/Phantasy Damien Stupien - Domination Saperow 16b/8 42-612 Tarnowskie Gory Poland. COLICHE/Lombardasoft - 100% reply Davide Martinotti via Donati 14 20146 Milano Italy.
COMMANDER/Role - for joining ROLE Serge Engelen Landwaartslaan 35 3600 Genk Belgium. JACKOBE/Oxygen64 - 64/A1200 Jacek Pretki - 100% reply Wisniowa 19 - for joining Oxg 64-370 Lwowek Poland. JAZZCAT/Onslaught - Joining ONS David Simmons - Domination PO Box 361 - Vandalism News Launceston - MP3/CD/VHS Tasmania 7250 - Old and New Australia. - jazzcat@c64.org
JSL/Samar/Protovision/Civitas Johan Janssen Everlosebeekstraat 25 5984 NS Koningslust (L) The Netherlands. KATON/Lepsi De/Arise -+480605599468 Lukasz Gokgbiewski Ul. Basztowi 2/2 82-500 Kwidzyn Poland. KYNO/Tropyx - 4 swap Krzysiek Saczuk - 100% reply to all Ul. Czcibora 22/35 - No delays 71-570 Szczecin - Write!!! Poland.
MAGNATE/Obsession - Coverswap Marius Mlynski Os.Pawlikowskiego 9A/3 44-240 Zory Poland. MERMAN/POL/Role - Scene World Andrew Fisher - Friendship 30 Rawlyn Road Cambridge CBS 8NL England. MURDOCK/Tropyx/Draco/Cascade Pawel Ruczko - 4 fast swap Ul. Dluga 26 - 100% reply to all 70-877 Szczecin 19 - Music relocations Poland.
NAFCOM/POL/The Stock Joerg Droege - Scene World Hofaeckerstr. 7/2 - nafcom@c64.org 69245 Bammental Germany. PASTHOR/Exon - 100% reply to all Krzysztof Pawucki - Joining Exon Czwartak0w 5/42 - New & old trade 44-121 Gliwice - Games'n'Orries Poland. RAMOS/Samar Mariusz Rozwadowski Ul. Goszczynskiego 8/96 41-219 Sosnowiec Poland.
REA/Tropyx/Draco/Apidya Pawel Mach Bytyn 91 22-230 Wola Uhruska Poland. SKY/Master Designs Group Peter Schwarzfischer Am Drachenturm 3 93492 Treffelstein Germany. SPATZ Rainer Trox Anne-Frank-Str.10 39576 Stendal Germany.
STIRF/Spiders-Crew/Role Frits Koudijs Goudsbloemstraat 51 6713 HB Ede The Netherlands. STORMFRONT/Excess Peter KannengieBer Hans-Sachs-StraBe 36 51375 Leverkusen Germany. TORSOFT J.Vanthorre H.Waelpustr.21 B-8000 Brugge Belgium.
VARIAT/Excess - 100% answer Radek Stuba - Comics swap Bzowa 5/21 - C64/PC swap 81-092 Gdynia - Domination Poland. VENGEANCE/Onslaught Matt Mchugo 9 Phillip Avenue Montrose 7010 Tasmania Australia. XIII/WOW Peter Adams O.L. Vrouwstraat 88 2380 Rards Belgium.
ZAPOTEK/Samar/Nostalgia PO Box 140 - Still swapping! 3833 Boe - Covers and votesheets Norway. - 100% reply! To have your address included in Domination, contact one of the official spreaders of Domination or simply email: jazzcat@c64.org General editor
.:: REACTIONS ::. DOMINATION #16 was released as a one-sided issue in December last year (yes, it has been a very long time between issues) and it also contained a special note by me called POLITICAL VIEWS (inspired by the events of 11-9). Criticism and praise are the common types of feedback received. Reactions are the engine of the mag, keep sending in your constructive opinions! jazzcat@c64.org
Reaction from TOMZ/TIDE ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Whats the secret to a mags long term success? Make each issue different, featuring a certain aspect or side of the scene, and then go into a lot of detail. Write your texts in such a way that they appeal to all the masses out there. Finally gather talented editors around you and communicate with others on a regular basis. Whack, the end result into a 'slick' mag outfit, compliment it by having a nice intro in front of it, and the rest (as they say) is history.
Well done Jazzcat and Domination staff. p.s. - Question Jazzcat When you were doing these early issues of Dom. How did you think it would go? It was up against mags like, RELAX, THE BEST, GAMERS GUIDE, SKYHIGH and a few other great mags. Comments: Thanks for your nice reaction Tomz. A lot of the points you mentioned are essential of a successful magazine. But it all comes down to trying to fulfill the reader's expectations, they are the
true drive of the magazine's success. With your question regarding the early issues of Domination, what did I think was going to happen and the competition I was up against. I have always been inspired by disk magazines and so I had quite sometime to study them. I wanted to use the ideas from SHOCK but to expand them also into the mail scene so the magazine would have a COMPLETE coverage of the scene. At the time, there was a clear distinction between what was a BBS SCENE (elitism style) and a MAIL SCENE based magazine. There was also some other distinctions, such as GAME SPECIALITY (e.g. GG, The Best)
DEMOS/COMMERCIAL (e.g.Revealed) and MUSIC/GFX (e.g. Euphoria). I thought I might have had a chance and getting some subscribers to my magazine, people that would read an overall report on the scene. Most people were trying for a daily special style newspaper. I was trying for the larger that gets released on a Sunday. 😊 I wasn't expecting number one position (which first happened during issue 8/9) but just a position in the top ten. The competition the magazine faced to begin was quite tough, particularly between The Pulse, Skyhigh and Propaganda, all of whom had high amounts of readers.
But soon soon magazines expanded things a bit, they tried to express the deeper meanings of the scene. Afterall, because of slowing amount of new scene wares, the magazine lacked interesting things to discuss. Magazine expansion and deeper analysis of the scene is a natural progression. Anyhow, enjoy this issue and keep The Beergarden coming out! Lovely to read it!
Reaction from DAISON ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ (sent to Lion/Kempelen) Hi, I've seen Jazzcat's "Political View" and I don't know how to reach him, I think u might be able to though, so that's why I would like to ask you if you can tell him a c64 fan thinks he's damn right and wants to thank him for making his view and the view of others public in this way! thx.
Comments: Glad you were appeased by the opinions of mine I shared. This time round I have decided to express my sympathies to the oppressed peoples of Palestine. Find it spread together with this issue of the magazine, hope you enjoy.
Reaction from ROUGH/CIVITAS ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Hi Dave! I discovered a very old and dead e-mail address of me in Domination (Netbase) Please update to: rough@c64.rulez.org Greets. PS: Had a quick look at Dom, good to see your views on the current war, be careful they don't judge you as a terrorist.. hehehehe! Like Bush said 'either with us or against us!' 😊 This is a good site on the topic: http://www.heise.de/tp, BUT it's in German, but English language links
cover details of the oil economic involvement of the Bush family, the after results of the US bombing of Iraq/Yugoslavia (radioactive bombs) and ask questions like how they could have found the passport of one of the hijackers in NYC without being burned. Comments: Nice to see you share the same skeptic as I 😊 I wonder how the USA can justify people dying in Afghanistan than anyone can with the people dying in NY, PA and Washington. Netbase updated! Enjoy the issue 😊
Reaction from DERBYSHIRE RAM/REM ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ I guess different people will have many different opinions about 'WHY', and I guess the younger generation will see this in a totally different light to older people. I do not like the idea of Israeli oppression, but they have a right to defend themselves, maybe the answer is to chop off Israel and float it out to sea, as ridiculous as that sounds, it would not appease the Arabs. I know this conflict has gone on for ages, but it has only really come to the fore when the Israelis built and cultivated their country, a thing thought not possible some years ago.
I know that has a massive financial backing, but most of that comes from Jewish millionaires around the world, not too many Americans, as a lot of American Jews are opposed to the happenings in Palestine. For me, Al Quaeda are literally just a bunch of organised thugs, they do not need reasons for their actions, if they lived in the West they would be sectioned. You saw what happened in the past few days, the Al Quaeda massacred loads of Taliban who wanted to surrend, hundreds, maybe thousands I doubt we will ever know, I ask, what was the genuine reason for this?, bearing in mind that the genuine Taliban are indeed Afghans, Al Quaeda are simply mercenaries, many from the UK
as well as other countries. There is such a thing as brainwashing, and I personally believe this is what Bin Laden has actually done, you see the hysterical faces of 9 year olds carrying arms supplied by the remnants of the old Soviet Union, not America, you see the acts put on my militants for the sake of television coverage and it makes you sick. As you might guess we have had a lot of TV coverage about all aspects of the problem, but the one that struck me most was an interview with the leader of the UK Muslims, along with other high ranking Muslim officials, they totally condemned Al Quaeda and its actions, they said it was fanatically few
Islamics who they were not even associated with. Something like 2,000 young Muslims from the UK went to fight in Afghanistan, 90% of these are now disowned by their own families, albeit a lot got to Pakistan and jibbed out. These are the younger end who cause trouble in inner cities here, the problem is that almost half the UK population is foreign these days, you name it, we have it. They come here for an easy life, saying that if they stay in their own countries they will be persecuted, by who? well seeing most of them are Iranians, Iraquis, Kurds, Albanians, as well as the usual Pakistanis and Indians, we are not the oppressors, so who is?
Well in my book what happened between Iraq and Kuwait was totally disgusting, Saddam throwing his weight about yet again, he has even killed within his own family, so is he nuts or what. You know the sanctions were put into operation for perfectly legitimate reasons, like he did not want anyone to see his arms dumps and arms factories, they should have shot him when they had the chance, only the fear of him and his own cronies keeps his own people from destroying him. How does anyone explain the fact that no country will give refuge to Bin Laden? and this was before the American bombings, again I believe he is so unstable that he could just not be trusted, even Libya and Iraq refused
him residence. Had Iraq done the right thing at the time, then foreign aid would have poured into the country, billions of pounds were ready in the UK alone, but he threw out the weapons inspectors when they got close to the nerve centre, even most other Arab countries thought he was simply nuts, and we must not forget this was a UN ruling, not some gun toting American President. None of the Western World started the problems in Iraq, The Balkans, Afghanistan, these were all created by powerful hooligans from within these countries, at least one is on trial, and I doubt he will ever see freedom again.
Religion is as responsible as anything, not in the sense that it is wrong to have a religion, but this is where people particularly from Middle Eastern countries arrive at weird solutions, and the minority religions or races suffer. Take the UK, Ireland is a drop in the ocean compared with the current World problems, but it has been a pain in the arse, here you have educated people killing each other because it is really a conflict between protestants and catholics, nothing less, so who is responsible, we get the blame (as ever), as 30% of them want to join up with the Irish Republic, and the rest prefer British rule, or call it what you will these days, it is not aggro, we want, but unfortunately cannot avoid without
a great deal of bloodshed. Oh shite, I wish I had gone to New Zealand back in 1969 when I had the chance of a job there, nice and isolated, no troubles that I hear of, and to think it was Dunedin here I come!!. All the best, Barry. Comments: Thanks for the great reply!!! I agree with most of your points. With the political views note I released I
was not trying to support Al Quaeda or Saddam Hussein (as they are just thugs as you say) but rather look at the root causes of the terrorist acts. America is not innoncent in any way, it is such a pity he has so many arse licking allies around him (our Australian Prime Minister being one of them). We must remember that the Americans supplied weapons and training to the Taliban when the Soviets were trying to occupy Afghanistan. After the Soviets were kicked out of the country, a huge power vacuum occurred and the Taliban and Al Quaeda took over. Hopefully on future expeditions (and I see many of them happening with this ridiculous pre-emptive attack policy)
Washington will consider what happens AFTER they blow up a country. Regarding the most serious of human rights violations, the oppression of the Palestinian people, this is covered in my second Political Views note released with this issue. These notes are just my view - just like your reaction is just YOUR view, the main point being we should be discussing our views in order to better understand the situations surrounding us. In summary, we must look at the ROOT causes of terrorism. One of the main probabilities is the ridiculous internati- onal policies created by the USA (in
order to satisfy "their" best interests). Other external circumstances such as poverty and a sense of grievance and injustice can fill people with resentment and despair to the point of desperation. Then there are other religious, national, and idealogical differences (you may consider them "weird" when they may consider us likewise). If the death of innocents is wrong in New York, Washington or Pennyslvania, just give me one reason why it's not in Afghanistan. A more effect alternative to a military response must combine a massive international law enforcement effort with a political strategy designed to
isolate and undermine these militant networks. The deliberate and murderous attacks on innocent American civilians should be character- ized and prosecuted as a crime not a war. The United States must use all its resources to compel international cooperation to ensure that the perpetrators have no place to hide. Identifying Osama bin Laden and his network as criminals who have violated international law will make it extremely difficult for countries, especially those who fear being allied with an American- led war, to refuse more discrete and effective assistance to the US. Also, given the disperse nature of the networks, only international cooperation will work to root them out. American declarations of war inhibit
rather than promote this cooperation. This approach must be bolstered by a political strategy that deepens the isolation from these fringe networks from the vast majority of Arabs and Muslims, many of whom hold deep and legitimate grievances with US policies but who do not support violence. In words and deeds, the US must clearly make a distinction between Islam as a religion and violent extremism. But the US must also critically re-examine it's policies in the Middle East. The US should condemn the serious human rights abuses committed by it's allies (i.e. Israel) with the same force
as it condemns other regimes in the region and condition its aid on progress in opening up closed political systems. It should curtail the massive arms transfers to the region and reduce its military presence, which have done little to promote democracy or stability. The US must also recognize the failure of the devastating sanctions regime on Iraq and support legitimate Palestinian aspirations for an independent state alongside a secure Israel (of which Israel should only retain pre-1967 borders). My view is that it is such an approach it doesn't offer concession to terrorism but a more realistic and effective response that is closer to the values that the United States claims to uphold.
Reaction from CREAMD/DMAGIC ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Almost all Domination is re-read. As far as your political views are concerned I quite agree with your points. Everybody must start to search for mistakes in themselves first and then in others. Magazine is very readable. Most interesting was probably the Lost Games article. I didn't read the interviews and Phat report yet I wish I did as I don't know if I ever have the chance to return to them. As far as the rest of the magazine is concerned it was nice to read a chapter about #c-64. I would be glad to see
that people change their behaviour (I'm quite similar on IRC sometimes). I wish you a lot of power to point this sickness out until people using IRC (us) will realise that they (we) suck. I think net bank should be rather put on the net, as it's taking 3 chapters. But I'm not really sure about this. Emulators Suck article by Cupid was a little bit weak in arguments, but based on a good idea. Also I think it's like fighting with Windmills, as there is not any anti-emulation league (yet ;). Demo reviews - not nice to read my own comments 😊 The list.. hm, Charts.. mhm not much comments. Game Scene was okay.
News and Editorial I read in every mag and I like them every time. It was a nice reading, and lotsa great bonus releases, thumbs up! Comments: Thanks for your reaction. If you like the Editorial or News, then maybe the "Covenant" chapter of this issue will appeal to you also 😊 I have thought of doing a database on the internet of email addresses, maybe I will do it some time. Anyway, enjoy this issue!
Reaction from TWOFLOWER/TRIAD ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ Nice Domination issue, although I lacked a review on LUCY there :-/ The size of the mag and the general grip was nice. And I really liked the additional "politics" file you wrote. Such is needed. Comments: Sorry LUCY was missed, the demo reviews are the hardest section to organise for me, more so these days than in the old times. My intentions with the Political Notes I release from time to time, are just
to share my views on "hot topics", they are not intended to be fascist or step on anyone's toes. I am glad you and others share similar views, with this edition I have concentrated mainly on the Israel and Palestine struggle, which seems to be one of the ground roots for a lot of frustration and anger in the Middle East and the rest of the world. Enjoy this issue and thanks for taking part in it!
Reactions can be sent to: jazzcat@c64.org Take a tour of our official sites too... http://domination.rules.org http://www.noquake.de/domination/sta rt.htm