"Never run away from anything. Never!"
- Winston Churchill (1874-1965)
* DOMINATION #17 *
An independent production
released in November 2002
Domination technical realisation details
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
Almighty God/L64/[O], Cactus/Oxyron
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
Setting some time aside, a lot of time,
I once again draw up my pen and direct
energies into my own personal scene
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
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
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
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
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
'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
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
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
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 -->
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
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
If you are interested in getting an
account on some, don't hesitate and
email me -> firstname.lastname@example.org
(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
* 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:
PO Box 361
Launceston TAS 7250
or email: email@example.com
Don't forget the homepages also:
dedicated to the memory of
+ CLEVE/CHARGED/AMORPHIS +
"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-
C64 scene news!
Courtesy of Jazzcat/Onslaught and the
C64 News Portal - http://c64.sk
The last news announcement from this
active group came in September in the
form of 'Civitas Newsletter #11'.
(mailing list: firstname.lastname@example.org
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.
BlackJack, Brain$masher, Chico, Doc
of Desire, Exile, JSL, Lordnikon, Pingo,
Puterman, Raven, Richard, Rough,
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
Creators had a mini-party in October,
only 3 people could make it. The photos
of this meeting are now available on
WORLD CHARTS is a all-time-chart
covering C64, Amiga, PC and more
categories. It has been organised by
Hoodlum, Scoopex, The Silents and
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
Creators are currently working on the
#15 issue. You can support this
project by venturing to:
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
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
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,
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.
Crossbow, Cyclone, Dane, Deekay, Drax,
Graham, Jeff, Mermaid, Mitch,
The Syndrom, Xayne.
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
All the latest news and wares on their
mailing list - email@example.com
Luka, Tadpole, Vague, Danzig, Variat,
Red Rock, Nameless, Ghost, Stormfront
Sentinel, Black Duke, Richard, RHX,
Spinball, Creb, Eco, Faayd, The Pro.
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
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:
What brought you back to the scene and
did you miss scene town?
"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."
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?
"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,
Having releases several issues of
Vandalism News this year, the group
is also not relenting on the other scene
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
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
FUNGUS is coding a demo at the
moment that will also feature graphics
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
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.
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
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.
+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
GANGSTA'S PARADISE - CHR & ONS ftp
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
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
Aggressor, Alias Medron, Anonym, Case
Chaotic, Cupid, Hoogo, Leonardo,
Lord Hypnos, Lubber, Sad, Unlock,
Vip, Waz, Weasel.
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
Crome, Der Fuchs, Drake, Megatron,
Merman, Nafcom, Phyrne, Psychodad,
Satyr, Spatz, The Overkiller, Truss,
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:
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
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.
Domination congratulates MWS who will
be having a son very soon!
Soon to be released is their 300th
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.
Derbyshire Ram, Fatman, Hok, Icon,
Intruder, Jack Alien.
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
Other projects in the making at the
moment is the 27th edition of Rock 'n
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.
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.
Alias Medron, Aristo, Azgar, Bzyk,
Centrax, Isildur, Jammer, JSL,
MacArthur, Ramos, Viper.
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
At the moment they are still using the
Scallop site, but a Skalaria site is in the
Memberstatus (source: Agemixer)
Agemixer, Wisec, Roostah, !cube,
Subjik, Flex, Jammic.
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.
Axe, Axodry, Celtic, No-Xs, Poeba,
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,
PAD64 is their newest member from
Australia. They are current working on
The Beergarden issue #10.
Memberstatus (source: Antoman)
Antoman, Icelad, Pad64, Stryyker,
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: firstname.lastname@example.org
Jerry, King Fisher, Cash, Tao, Taper,
Twoflower, Iopop, Aton, JFK, Killsquad
Quorthon, Ibanez, Wiggen, Con, Sailor,
Blackdroid is arranging a monthly
competition for Playstation 2 console.
Wrath are working on a demo for PS2.
They recently got a new member,
MICROGROOVER joined as musician
(check to a liveset he did from www.wd.
Vandalism #40 by WD&ONS is coming.
Ed, Joe, Stash, Oxidy, Djinn, Clone,
Load the next chapter for more news
and party results.
* 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
The competition ended recently and
then there was an online voting system
implemented, just like in their previous
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
07. Cadaver/CovertBitops 409
08. Jammer/MSL/Samar 395
09. Oedipus 388
10. Makt One/Fairlight 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
NORTH PARTY 7 results
4-6 October, Bartoszyce, Poland.
01. Biba 2/Arise 277
02. Late Ejaculation/Elysium 224
03. Fata Morgana/Oxygen64 170
04. BornInPain/Sataki 108
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
01. Data ??
01. Katon/Lepsi De 242
02. Crazy Pepe 184
03. Spider 165
01. Jammer/MSL 205
02. Shogoon/Elysium 153
03. Reiter 134
04. Data 100
01. Prezes ??
02. Dj.Gruby ??
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.
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
* The homepage of the ArachnoPhobia
magazine by Spiders-Crew and Role will
get a totally new outfit and design
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")?
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
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
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 -
* 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 -
* Merlyn joined X-Stayle and will
The group is working on a hardware
project called S.I.D. which will be an
external Sidplayer controlled by a H8/
Memberstatus: Merlyn, Trance.
* D'ARC/TOPAZ BEERLINE had a baby
son on the 4th of July, congratulations
from the Domination magazine!
* 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 -
* 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
Graphics are underway and they are
collecting old classic graphics from
people like CHAMELEON and
If your interested in supporting this
project, particularly with programming,
contact - email@example.com
* Joachim Ljunggren, aka THE SARGE
has released all of his C64 works on
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.
* 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
* 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
Upcoming C64 events:
(courtesy of c64.sk - C64 News Portal)
AMIGA+RETRO COMPUTING - 07/12
SWISS PIRATES REUNION - 07/12
STATE OF THE ART - 13/12
COMMODORE SHOW - 21/12
OUT OF ORDERIA 27/12
TUM'02 - 27/12
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
- 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
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
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
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
Almighty God/Level 64/F4cg
Sky/Masters Design Group
The Overkiller/Hokuto Force
Thanks to all of you!
The votes are compiled into the
Demo Groups, Coders, Graphicians,
Musicians, Cracker Groups, Crackers,
Swappers, Magazines and WWW.
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
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
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
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
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
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
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
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
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
GRG deserves is position, some new
musics from him the production SPEED
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
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
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
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
QUORTHON enters the chart, after
some smacky first releases for Triad.
SLATOR enters the charts, finally being
recognized for his cool work over the
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
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
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
PO Box 361
Launceston TAS 7250
The Domination votesheet is also
available from your local Domination
Until next time,
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
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
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 -
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
The Bass Planet
The Digital Dungeon
August 1st to September 30th
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
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.
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
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?
Bomb Chase Final (0.0) (C) TND
Bomb Chase Proper Final (2.5) (C) TND
Star Blazer (2.1) (C) TND
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
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
These groups are:
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
3D Pool +PD
Mountain Bike Racer +5HPD
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.
Jack Alien, HOK, Intruder, Fatman,
Derbyshire Ram, Icon.
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
The last releases from Nostalgia
Double Dragon III +9D
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!
Alwyz, Antitrack, DaNDeE, Didi, 6R6,
Mr.Alpha, R2D2, Scare, TMR, Zapotek,
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
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
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
The return of Fortress was an
interesting one (Mr.Mister) with the
release of a game called Seuckworm,
which is a horizontally scrolling
You have reached the end of this issues
'The List', reactions and contributions
are always welcome. firstname.lastname@example.org
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.
- 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,
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
Further updates are being worked upon
as you read this.
The Protovision Online-Shop is now up
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
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
- 1351 compatible (all applications
without software modification usable)
- supports 3 mouse buttons and mouse
- planned support by WiNGS (when
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
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.
The headquarter's address is:
Protovision now has a distributor in
Australia, Marc Walters (aka TBH of
Onslaught). Marc has been running a
commercial C64-service back in the
14 Glamis Close
PO Box 44
Holly, CO 81047
32 Renfrew Crescent
Edgeworth NSW 2285
- 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
There will be a Vision 2003! Currently
main organiser Courage is looking for a
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
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
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
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
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
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
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
-- 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
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
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
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
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
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
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
This is truely the future made present.
SNACKS 4 SNAKES
This is a funny little Snakes-game
which can be played with 2-4 players,
using the 4 Player Interface by
The 75%-version was released at this
year's VISION party. That version had
a few bugs, caused by the time-
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
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
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
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
Caution, it won't be as easy as that!
In places thorny spikes lurk that will
quickly puncture the tyres which lead
Some sections of a course have muddy
grounds, one will have to fight their
Efforts will get rewarded by an entry
into one of 32 (!) saveable highscore-
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
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
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
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
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
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
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
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
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
Next to 1-4 human players, one
computer player takes part in the
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
Production & Code: Jan Boettcher
Graphics: Stefan Gutsch & Johan
Music: Joachim Wijnhoven
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
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
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'
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
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- &
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
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
Code: Andre Zschiegner
Project Manager: Malte Mundt
Graphics: Vanja Utne, Stefan Gutsch &
Music & SFX: Marc Waldaukat
You like KATAKIS, ENFORCER or
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
The game is considered for release
early next year.
Production: Stefan Gutsch
Project Manager: Malte Mundt
Code: Chester Kollschen
Graphics: Stefan Gutsch & Johan
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
Virtual Assembler 16 was done by
Manuel Nickschas (Sputnick) of
The English instructions are currently
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
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
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
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
The game will be released some time in
http://mindless.bei.t-online.de for the
latest News and screenshots.
Idea & Graphics: Mr.Quark/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.
OUT OF ORDERIA 2002
- How's this (year) gonna end?
Want to avoid the holy holiday boredom
between Christmas and New Year's
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
Planned events are printed on the next
- 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
- 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
Detailed information about the coming
party and pictures from previous years
are available on the homepage in
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
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.
Currently they are focusing on the
final episode in the famous Metal
Warrior series - namely, MW4: Agents
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.
THE NEW DIMENSION
They released BOMBCHASE recently,
which had several versions due to some
bugs. Also some other new titles like
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.
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.
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
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
BINARY ZONE PD - Commodore Zone
34 Portland Road - Public Domain Soft
14 Glamis Close - Protovision software
Garforth Leeds - Sales & Marketing
West Yorkshire - Commodore Scene
COMPUTER WORKSHOPS - Games
3612 Birdie Drive
La Mesa CA 91941-8044
CINEMATIC INTUITIVE DYNAMIX
Dregelyvar u.21 V/29
- ENHANCED NEWCOMER (Ed: cool!!!!!)
FIRST BLOOD ENTERTAINMENT
PO Box 361
Launceston TAS 7250
- Software management & creation
GO64 - The magazine
HIGH TECHNOLOGY PUBLISHING
PO Box 260
Bromley BR2 0ZG
- "Back In Time" C64 music CD series
- "Nexus 6581" C64 music CD
JON WELLS - Games and tools
9 De Grey Road
Norfolk PE30 4PH
- Software & hardware marketing
- Magazines: GO64!, Commodore Scene
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Ofcourse, I must sound quite
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.
Intensity / Cosine / Onslaught
Reviewed in this chapter:
* Biba 2 / Arise *
* Late Ejaculation / Elysium *
* My Kondom / Dekadence & Haujobb *
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
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
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
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
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
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.
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
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
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
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
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
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
More demos of that kind, please.
The media on C64 is just as important
as the other types of media throughout
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
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
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
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
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" -
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
"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
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!
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
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
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!
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
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,
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
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
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
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
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
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
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
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
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?
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
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
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
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
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
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
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,
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
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
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,
THE MAKING OF A DEMO
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
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"
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
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 😊
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
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.
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.
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.
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
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
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
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.
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
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
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?
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.
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.
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
Imagine you were making the
soundtrack to a movie - the chase
scene needs something dramatic, the
deathbed sequence needs something
quiet and somber.
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.
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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...
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.
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 2â†‘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
ADC number2lo; add lobytes
STA number3lo; result's lobyte
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-
Shifting 16 bits
If the number $17C4, as an example, is
to be doubled that would look like this:
LDA number1lo ; $C4
STA number2lo; $88
LDA number1hi ; $17
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:
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 2â†‘0 to
2â†‘7 but 2â†‘-8 to 2â†‘-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.
(or How to Patch a CMD-HD to your own
by Ninja/The Dreams
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
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
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
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
; 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
lda #$0f ; channel #15
ldx $ba ; use current device
tay ; use command channel
jsr $ffba ; set file-parameters
cmp #$ff ; check platform
bne c64_found ; c64, then jump
tax ; set memconfig for channel
jsr $ff68 ; in C128-mode
ldy $2e ; get C128-BASIC-start
byt $2c ; skip next opcode
ldy $2c ; get C64-BASIC-start
iny ; increment to point to this
ldx #lo (mw-command) ; lobyte of
lda #hd_code_len+6 ; we send all
; bytes at once
jsr $ffbd ; set up memory-write-
jsr $ffc0 ; send command
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
; complaining about the
; long command string
jsr $ffc9 ; channel as output
jsr $ffd2 ; send "U3", executes at
jsr $ffcc ; restore input/output
jmp $ffc3 ; close channel and go
phase $0500 ; HD-code is at $0500
sei ; no interrupts
ldy #2 ; check 3 ROM versions
; (1.86, 1.90, 1.92)
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
cmp $f28c,x ; present in ROM?
beq rom_found ; yes, then go patch
dey ; try next version
bpl next_rom ; still one left?
rts ; no, then goodbye
; without changes
sta bp_mod+2 ; store address_hi into
; our backpack
sta $8f00 ; unprotect RAM
bpl copy_bp ; copy backpack to $ff60
lda #$ff ; apply JMP $ff60 to
sta $f28c,x ; address
sta $8f00 ; protect RAM
rts ; goodbye
lda #$f8 ; SCSI_Jobcode 'Start
bit $49 ; Check for 'Write Protect'
bpl wp_disabled ; disabled, then skip
; next opcode
lda #$fa ; SCSI-Jobcode 'Stop Device'
sta $20 ; into Native-Job-Que
jmp $ffff ; back to original routine self-
; modified from above
bp_len = *-backpack
; V1.86 V1.90 V1.92
; where to patch
byt $be , $2a , $65
byt $f2 , $f3 , $f3
; what to patch
hd_code_len = *-hd_code
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
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
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-
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
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
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
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
"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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
"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
We are the family.
..:: 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.
There seems to be divisions or 'rifts'
forming in the scene over the past few
years. I have identified three 'main'
groups of people:
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
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
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
2.) The individual is just that. One
person. How can he voice the opinion of
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
C64 Scene Database Forum
"Gentlemen prefer zips"
"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
Ten years ago all this made sense. Now
we're living internet time and the byte
transfer speed is much faster than
I don't like unzipping.
"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 ;-)"
"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
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.
"I can't even remember the days I
didn't use ZIP. I love it."
Quote: "C64 users are still like in the
"Haha, that's the best sentence I have
heard for while on a C64 forum. Really."
"There's also the benefit of including
readme files for extra info, or source
"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."
"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
"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
Agreed, this is rather annoying than
making sense these days."
This nice conversational extract was
taken from the CSDB forum in February
Check out the conversations and take
part in the debates at:
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
<HOLLOWMAN> Aesch, vad aer ett party
<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.
<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> ircar du pa jobbet?!
<HOLLOWMAN> som om jag skulle ha ett
<BRUSH> swedish is not THAT different
<trazan> hahaha... nej, det e klart..
<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
<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
<trazan> Nu skapar du krig kompis...
<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
<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
<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
<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
<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
<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
<BRUSH> hollowman: forget about all
other aspect of your demos. is YOUR
code anything special? Have you broken
any record? made something new?
<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
<BRUSH> hollowman: so go, ask them,
what they think.
<HOLLOWMAN> tell me mor ohj code-god
from blessed country of 8x8 and
<BRUSH> hollowman: maybe you will
<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
<trazan> Friends, I dont have any
<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
<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
<blackd_wd> brush: nothing wrong with
<BRUSH> tranzie: stupidmoronsfrom-
<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
<trazan> Eh, no, that would point back
to a stupid swedish person, not to you?
You wanted another name instead of
<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
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
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
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
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
What is newskool?
What is oldskool?
Want to take part in this chapter?
Email me: email@example.com
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
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
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
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
Disk magazines opened up many new
* News could travel more widely to a
* 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
* Slowly the scene was helped to go
from pan-European to global (this
would be further increased through
the explosion of American boards a
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
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
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
"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
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
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
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
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
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
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
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
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
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
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.
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
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 firstname.lastname@example.org
Where should I begin?
Long long ago, in a..... wait a minute,
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
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
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
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
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
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
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
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
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
Hello Slaygon, Strider (We love you :)),
Dogfriend, Booze, Solar (Hey chicken
man!), Hobbit, and many more over the
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.
THE GOOD OLD DAYS
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
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
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 -
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
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
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
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
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
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
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
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
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
And finally I got a very nice cracked
and one-filed version on my floppy
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
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
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
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
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
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
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
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
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
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
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:
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
Thanks in advance for all YOUR help in
reaching this goal.
Stay cool - Act cool and keep the
SCENE SPIRIT alive!
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
- All the people who supported by work
with either great acceptance, help or
- All the people without their help I
wouldn't have come to where I am
- 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 ::..
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.
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
#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?
What do you think about demos being
released mainly at parties?
"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 😊 "
"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."
"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."
"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
"If parties inspire productivity,
nothing wrong with that!"
"Thumbs up for that, definetly!"
"Not so good as they used to be, surely
the parties are not the be all and end
all for demos!!"
"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
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."
"If you make (decent) demos yourself,
you know why. (general statement)"
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!"
"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
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
"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
As for Demus Interruptus and
Interruptus Retriggerus, I'm all for this
style of parts minus the PC converted
"More demos like Deus Ex Machina and
"Well, I hope one day more people/
groups will do demos outside the
parties, this would bring more life to
the c64 scene..."
"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."
"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?"
"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
"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
"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
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."
"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
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
"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."
"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?"
What is your opinion about cracking
groups and the games that they 'first
release' in 2002?
"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."
"I don't care about the cracking scene
anymore really, even though I
appreciate the releases of the 'oldie
"My opinion is, blimey will they never
Cracking on the C64 today is like
breaking and entering an abandoned
"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?"
"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
I know releases have been hanging in
till now, but I don't know WHY...."
"No comment. I don't play games. But it
is nice that cracking is still being
"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."
"tihi. lamers they are. crackers should
remove protections. period."
"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
"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
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."
"Is there any such thing? C'mon that's
"Fast cracking and first releases have
never been of interest for me. Quality
cracks with trainers and hiscore saver
"I really don't care in cracking and I am
not interested in this topic.
I am sorry..."
"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
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.
"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
"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..."
"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
"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
"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."
"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."
"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
-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."
"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."
"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
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
The rest can stop whining and go play
their precious Xbox games..."
What are your views on the future of
the C64, with the emulator and internet
influence that has arisen over the
"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
"The future is notalgia and vintage
styling for future influence."
"I believe the c64 will survive as a
niche and people will turn to collections
instead of creating lots of things on the
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."
"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!"
"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
"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
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."
"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 😊 "
"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
"It will hobble on for some more years..
things getting slower&slower."
"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...
"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
"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
"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."
"It causes the C64 to become immortal
and more people can find why we love
I can belong to the scene thanks to the
internet. Owing to the net I can now
make contact with sceners: Polish and
"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
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. 😃 "
"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!"
"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)."
"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
Wonderful, it's simply wonderful."
"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
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,
Personally... I'll take it."
"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... 😊 "
"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
For me, it looks like the 'emulation
scene' is having their own branch of a
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."
"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
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
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 -
We would also appreciate your feedback
on what type of questions would be
suitable for this segment.
<< 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
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
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
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.
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.
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
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
The things were rather slow until the
evening, as the majority of the party
people were waiting for the
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-
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
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
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
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
Seventh - dance tune, definitely not
my favourite kind of music, although
the people seemed like they enjoyed it.
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.
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
Thirteenth - this tune sounded very
powerful, but was a little too
repetitive to draw the attention for
Fourteenth - another try in making
something technical, rather difficult
and based on sophisticated
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.
Eighteenth - another dance tune based
on a deep bassdrum stressing
quarters. Some sounds coming out of
the speakers were quite annoying.
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
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
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
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
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
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
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
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
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!
Smalltown Boy/MultiStyle Labs.
North Party 7 results:
01. Biba 2/Arise (277)
02. Late Ejaculation/Elysium (224)
03. Fata Morgana/Oxygen64 (170)
04. Born In Pain/Sataki (108)
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)
01. Katon (242)
02. Crazy Pepe (184)
03. Spider (165)
01. Jammer/MSL (205)
02. Shogoon/Elysium (153)
03. Reiter (134)
04. Data (100)
01. Data (???)
01. Prezes (???)
02. Dj.Gruby (???)
01. Kalma (233)
02. Autyzm (203)
03. Piane Kurczak (164)
Party Runes II
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
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
Check http://phat2.808.lv for the
entries and the rules.
Raver of Phantasy & DualCrew-Shining
05.11.2002, 21:19, Riga, Latvia.
PHAT2 party report
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.
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
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
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 -
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
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
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
Towards the morning we returned to
the hotel. Sleep.
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
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.
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
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
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.
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.
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
Photos and videos:
More photos, reports, movies and
slideshow and wares+results coming up.
Electric/Extend - blax
187/Phantasy - ? (pencil)
Onslaught Antiques - intro (C64)
DualCrew-Shining - intro (GBA)
1kb intro compo
Warriors of Wasteland - 1k intro (C64)
Satori - demo
Phat logo (PC) (640x336x16M)
Phat2 logo (PC) (640-480x16M)
Pasha/Secular - (P2) (746x555x16M)
Lunix/Phantasy - Phat (Amiga)
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)
Lazy Frog (PC)
Zero/Cloud#9/Filet - you butt me (PC)
Martinez Gonzalez/Kuba - baigi jautri
Martinez Gonzalez/Kuba - barba (PC)
Lores locol gfx
Electric/Extend - cocillana (C64)
Factor6/Phantasy/K3L - W.D.N.Y.S.
Ray Noa/Mayhem - Surreals (Spectrum)
Gas13 - underwater (Spectrum)
Prof/4th Dimension - mandella
Moran/Cyberpunks Unity - moth
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)
Factor6/Phantasy/K3L - reason (AY)
nullsleep/8 bit peoples - streetlight
Agemixer/Scallop - al-qaekueuda (SID)
Siril/4th Dimension -Cascade faceforms
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
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
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
D = Domination
H = Hi-Lite/Padua
Thanks for your time Marc, could you
please tell our readers about yourself?
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).
When did you first join the scene?
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...
What have been your former groups?
If possible can you tell us some kind of
date when you joined them?
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...
What have been your favourite moments
during these groups you have been in
during your time in the scene?
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.
What computer equipment do you own?
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! 😊
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
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...
What would you say as words of advice
to the new generation of c64 sceners
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!
Ever been involved in any big
disagreements or wars in the scene?
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
What do you think would be the
differences between a demo and a
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
Ever called the boards? and which
I was lucky to start calling out at a
time, when blue boxing was still working
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!).
Have you been to many scene parties?
Which one do you remember the most?
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
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
Your handle, does it hold a special
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,
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
With your painting, which tools do you
prefer to use, of the graphic editors
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
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.
Ever painted graphics for games? I
recall your name in Frogger 64 I think 😊
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...
What do you think is the difference
between games made in the 80s and 90s
and the new games on different
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
And this ofcourse even multiplies on all
the other platforms with the immense
Time to send your greetings...
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! (email@example.com)
Well thats all, I hope you enjoy this
edition of Domination, any last words to
leave a final impression on the
Just thanks for your interest and keep
up your good work!
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
This interview was conducted in email
in early August. Enjoy the contents!
D = Domination
I = Iopop/Triad
Welcome to the magazine! Please
introduce yourself to the readers...
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
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 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.
In your opinion, what is the most
important element of a demo on C64?
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
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?
Yes, those fullscreen rastersplit +
multiplexed-dysp parts that were so
popular in the late 80ies. I never had
the patience to code something like
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.
A new demo from Triad to be released
soon? Any hints on what it will be like?
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
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.
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?
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... 😊
What is the most important thing that
keeps Triad producing stuff on the c64?
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.
I know you organised some of the
"Floppy" parties. Which other scene
parties have you been to?
Apart from three Floppy parties, I've
TCC93, Tribute, TP95, Dreamhack97,
TP97, LCP2000, MS01 + lots of small
What are your current activities these
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.. 😊
What are the individual members of your
group doing these days?
Like Kingfisher, Jerry, Taper,
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
Kingfisher is still coding, Jerry keeps
The Studio running, Taper spreading
our releases and Twoflower doing the
Was losing Hollowman a big loss for
Triad or did it cause any internal
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.
Ever had any wars or disliking towards
some group or person in the scene?
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
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
Musician: Mindflow, Dane
Graphician: Twoflower, Dane, Electric
Disk Magazine: Today VN & DOM
Past The Crest, Brutal
Cracking group: Triad
Game: Tetris, Krakout
What do you think of disk magazines on
the C64 in the past and present and
what do you think should be their
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.
What is your opinion on the cracking
scene? and the personality differences
between a legal scener and an illegal
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
What is your views on the internet and
how does it serve you as a tool for the
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
To end this interview, here is your
time to send any greetings to anyone
that you know...
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.
Thanks for your time Henrik! Any last
words for the readers?
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.
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
<Jazzcat> Welcome to the Domination
magazine. Please introduce yourself to
<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
<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
So there I was, and I fell in love with it
immediately. So I'm quite a newcomer
<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. 😊
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
<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
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
<Jazzcat> ah cool. I remember it came
<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'
<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
<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
<Jazzcat> What do you do in real life?
<phase1> I'm working. Though I should
finish my second senior soon 😊
<Jazzcat> Have you been to many scene
<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
<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
<Jazzcat> The C64 scene is amazing
that it has people from so many
countries, even Sri Lanka! Africa,
<phase1> Yeah! We're one big Family 😊
<Jazzcat> Also to mention East/West
Europe, USA, New Zealand, Australia
<phase1> or you are, I'm just an
<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
<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
<phase1> It's been a pleasure to be in
this interview, Jazzcat is a nice fella 😊
<Jazzcat> Heh, thanks for your time.
C/Obispo Perez Caceres
Urb. La Mata
Parcela C-3, Portal 7, 1A
38611 San Isidro
S/C De Tenerife
ANTOMAN/Tide/Angels - for swapping
Antony Kerslake - for friendship
60 Alroy Circuit
Hawker ACT 2614
ARISTO/Samar - Friendship rules
Mariusz Zaleski l
AZGAR/Samar - 100% reply to all
CACTUS/Oxyron - Attitude
Pawel Bol - Domination
Al. Marszalka Pilsudskiego 60/14
Damien Stupien - Domination
42-612 Tarnowskie Gory
COLICHE/Lombardasoft - 100% reply
via Donati 14
COMMANDER/Role - for joining ROLE
JACKOBE/Oxygen64 - 64/A1200
Jacek Pretki - 100% reply
Wisniowa 19 - for joining Oxg
JAZZCAT/Onslaught - Joining ONS
David Simmons - Domination
PO Box 361 - Vandalism News
Launceston - MP3/CD/VHS
Tasmania 7250 - Old and New
Australia. - firstname.lastname@example.org
5984 NS Koningslust (L)
KATON/Lepsi De/Arise -+480605599468
Ul. Basztowi 2/2
KYNO/Tropyx - 4 swap
Krzysiek Saczuk - 100% reply to all
Ul. Czcibora 22/35 - No delays
71-570 Szczecin - Write!!!
MAGNATE/Obsession - Coverswap
MERMAN/POL/Role - Scene World
Andrew Fisher - Friendship
30 Rawlyn Road
Pawel Ruczko - 4 fast swap
Ul. Dluga 26 - 100% reply to all
70-877 Szczecin 19 - Music relocations
Joerg Droege - Scene World
Hofaeckerstr. 7/2 - email@example.com
PASTHOR/Exon - 100% reply to all
Krzysztof Pawucki - Joining Exon
Czwartak0w 5/42 - New & old trade
44-121 Gliwice - Games'n'Orries
Ul. Goszczynskiego 8/96
22-230 Wola Uhruska
SKY/Master Designs Group
Am Drachenturm 3
6713 HB Ede
VARIAT/Excess - 100% answer
Radek Stuba - Comics swap
Bzowa 5/21 - C64/PC swap
81-092 Gdynia - Domination
9 Phillip Avenue
O.L. Vrouwstraat 88
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
.:: 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
Criticism and praise are the common
types of feedback received.
Reactions are the engine of the mag,
keep sending in your constructive
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
Write your texts in such a way that
they appeal to all the masses out
Finally gather talented editors around
you and communicate with others on a
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
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.
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)
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
Reaction from DAISON
(sent to Lion/Kempelen)
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.
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
I discovered a very old and dead e-mail
address of me in Domination (Netbase)
Please update to: firstname.lastname@example.org
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.
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
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
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
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
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
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
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
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
All the best,
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
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
If the death of innocents is wrong in
New York, Washington or Pennyslvania,
just give me one reason why it's not in
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
But the US must also critically
re-examine it's policies in the Middle
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
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
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!
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
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.
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
Enjoy this issue and thanks for taking
part in it!
Reactions can be sent to:
Take a tour of our official sites too...