ASCII by Jason Scott

Jason Scott's Weblog

First! —

Well, probably not really the first, but a while ago I was informed that there was a BBS Documentary that came out before mine. (I thought I was the only one.) Of course, it’s 8 minutes long, interviewed about 6 people, and has music that sounds like you’re being offered real estate with no money down, but come on, it was 1992 and we were editing using steam engines.

Actually, they used an Amiga with a NewTek Video Toaster, one of the greatest pieces of home computer technology ever made. Once that thing hit the market, everything changed for video editing and production. And, ostensibly, for Kiki Stockhammer. (Look it up.)

Anyway, someone put this documentary up on youtube, so here comes my first youtube link:


I don’t really have any “factual” corrections with this production; it’s all basically correct, if with a Canadian bent. The vintage shots of a commercial-sized BBS enterprise and an actual early 1990s computer store are the real winners here, as well as a straight-on shot of a Courier HST modem. I don’t feel in the least bit like “my” territory was covered here, and the BBS Documentary, being roughly 41 times the length of this production, had room to go in other directions.

Note, also, that there are things in there I specifically didn’t want to do, things like having shots of people typing zombie-like at computers, scrolling shots of screens with no information on them, and a narrator. Could you imagine 5 and a half hours of that?

The director of this project now works for Discovery Canada, so everybody wins! Except for that music guy. He loses.


Demoscene Week: Link Buffet (Conclusion) —

I’ve been somewhat sparse with links for this week; mostly, I wanted to concentrate on the writing. Also, I’ve been very sparse with graphics; a lot of this is simply because once you scratch the surface of the Demoscene, graphics are absolutely everywhere, and I just wanted people to have the facts.

A number of sites are dedicated to aspects of the demoscene. Use these and you’ll get all you could ever want, more music and demos than you could ever watch for the rest of your life. These are not in order of importance; they’re all worth checking out.

A lot of the current “scene” stuff is being harbored at Scene.org, an absolutely fantastic collection of data related to the demoscene and related scenes. They track the parties, the productions, the groups, the files. You can find so much stuff on there, it’s amazing. And it has persisted over many years. On Scene, there used to be recommended files for people to get into the demoscene. This has morphed into the Scene Awards, a yearly awards ceremonies lauding the best in demos from the previous year, in many different categories. Browsing that winner list will suffice for blowing quite a few minds.

Pouet is the crazy melee to Scene.org’s library. It allows sceners to see all the new productions, comment on them, and recommend stuff to each other. It’s got all the usual dramas, triumphs and flamewars of any vibrant community, and if you go through their collections, you can get a real sense for how the pulse of the scene is beating on a given day. It’s quite a lot of energy in one place, and worth spending a few days at.

Slengpung collects 20 years of photos from demoparties, sorts them by party, person in photo, year, you name it. It’s like somebody took photos for years on end travelling the world and you get to browse their album. I can’t recommend it enough.

Trixter (who is speaking at Blockparty) put together this great page a number of years ago explaining the PC Demoscene; the page is archived here and I suspect he’ll be inspired to make a new one after attending Blockparty.

Since so much stuff I was collecting on textfiles.com ended up being not pure textfiles but graphics, artwork, music and programs related to either demoscene work or creative output, I created ARTSCENE.TEXTFILES.COM, which has a lot of different work from a lot of different places.

Notacon, the hosting event for Blockparty, is at notacon.org. They’ve got years of archives up, including speeches, photographs and schedules.

And finally, there’s always the blockparty site itself.


Demoscene Week: Blockparty —

I’m actually kind of at a loss as to when the whole idea for running/co-running a demo party of my own came to me, but I was likely on the phone with RaD Man of ACiD, who I have the pleasure of chatting with frequently these past few years. We had a fast friendship after meeting during the BBS Documentary shooting, and it turned out we’d both been at the NAID demoparty in 1996, although we didn’t really meet there. We both really enjoyed demoparties and the whole culture of them (with him being much more involved, running ACiD and all) and we’d considered putting one on ourselves.

Of course, starting a demoparty had been one of those packed-away dreams of mine going back many years; right there with starting a movie theater or living in a treehouse. It’s one of those combinations of really cool idea and really untenable idea. Ever since NAID’s last event, and as the years went by, I wished the right set of events would happen so such a thing could come true, be it theater, treehouse of demoparty.

But the idea came to me in a flash around 2004: just hold one at one of the events already going on, be it LAN party, hacker convention, or hamfest. Instead of trying to jump-start both an event and the many thousands of dollars in investment and outlay to bring something from nothing, become an event at another, larger event. We spied around for a while, kind of putting it together like you would a start-up; talking about it here and there while working on other things. It was a good idea, just not one that could be pulled off at the drop of a hat… and be any good.

But in 2006, we finally decided we’d take a shot at it. We talked to a LAN party called Nor’Easter, and started negotiations with them, touring the event while it was going on. It was quite impressive, and really, if you just took away the gaming, it was basically set up exactly like a Demoparty; the attention to net connection and power and rows upon rows of machines; I thought it was very impressive and said so. (I still do.)

However, another opportunity presented itself, and after some discussions, we decided we would hold a demoparty at NOTACON, an excellent con I’d been to three years in a row, in Cleveland. I’ve talked about this con a lot; it’s relatively small but fierce in character and energy. It’s both art and technology, photographers next to security experts, musicians dallying with network engineers. Nothing else really has this spirit in it. It seemed an excellent home for the first demoparty we were putting together.

The name we chose was BLOCKPARTY; a combination of references to graphics “blocks” and to the everybody-come-on-down character of a typical actual block party. Because it was available and because we could, the website registered was demoparty.us; made it pretty clear where we were located in the world.

It’s been going on for months now, the planning, the competition rules, the preparation, the gathering of prizes and the many questions answered about rules. As you might expect when prizes are on the line, the questions about the rules can get very intense. That’s been part of the fun. The other has been the challenge of integrating with Notacon so nobody’s stepping on each other’s gig. That’s come out pretty well, and notacon has a schedule up showing the combination of our speakers and the notacon speakers.

I wrote an essay about my thoughts on all the Blockparty speakers before, and that’s still relevant and worth reading, but here’s an interesting parallel worth noting: all of the speakers except Nullsleep were at NAID in 1996. All of us took the trip, went out to this special event. Some of us knew each other, others did not. But all of us share that time, either as speakers or spectators. In fact, that’s part of my motivation in booking many of the speakers; besides knowing their subjects, they were all at that Demoparty and were part of its success. Rub some of that magic off on blockparty!

Running things is a completely different experience from being an audience member. Some of it’s better, some is worse. But I’m proud that my history with demos, this line that’s moved through my life, will have this new junction point.

Demos make me want to live forever; they show there’s so much left to see, so much to experience; I can lose an evening just turning off the lights and downloading/running random ones. Nearly 20 years of them and I’ve never grown tired of them. Here’s hoping Blockparty adds a few more reasons to live as well.

And that, my friends, is the conclusion of Demoscene Week. I hope you’ve learned a bit, or re-learned a bit, and that, ultimately, a few more people get interested in this whole scene because of it. You’re in for a treat.

Next: Your Demoscene Link Buffet


Demoscene Week: The Countries —

For an environment that is so critically associated with computers and later networks of computers, and which many elements can be downloaded around the world (except for the aspects I mentioned yesterday), you would think that countries wouldn’t matter. But in the demoscene, they do. They do very much indeed.

Demos and demoscene folks often identify themselves by what country they’re from. Demos are (very occasionally) referred to as being in a certain country’s style. Flags of various countries show up in demos, a part of the effect or a passing graphic in a scroller.

The country might be in the group’s name. It might be how they’re identified when they stand up. There’s pride in this, not much (at least that I’ve generally seen) of saying another country’s demosceners are worse but more of saying their country (or occasionally another country) is “better”. This isn’t to say that it doesn’t descend into name-calling against certain countries or places; far from it. But even then, it’s generally nothing that would be out of place in a sports discussion. It’s friendly competition.

But notable through all this, is the absolutely dearth of comparable demoparties in my own country, the United States. Where there are literally dozens held every year in Europe, the US gets almost none, with only a dozen or so in the last 15 years.

Why are there so few Demoparties in the United States? There’s a mass of reasons that people have come up with, and I can only do what others have done, which is give my opinions. And like others, there’s no way to really prove I’m right, although perhaps it’s easy to prove me wrong. Some of these were suggested to me by others and not my original idea; I simply agree with them.

  • The US is really frigging huge and it is very expensive to do anything here. Whereas you can get away with having people sleeping over in a school or facility in other countries, in the US it’s a goddamned insurance nightmare, and most meeting locations would never allow anything like that.
  • A lot of the energy/interest in a “travel from all over to hang out and do computers” event has been supplanted by the Hacking conventions: DEFCON, HOPE, LayerOne, Shmoocon, Notacon, PhreakNIC, Toorcon, Summercon, Pumpcon… there are at least a couple dozen major-level conventions being held in this country, all of which attract the computer-involved, the audience, the attention.
  • Travel is a killer because of expense (airfares have only dropped relatively recently as potential methods of getting somewhere, and you can’t easily haul your computers) and so anything that would resemble a big demo party would be unlikely to pull in crowds from surrounding states.
  • Telephone charges are handled vastly differently in the US than in Europe, with even local calls costing significant money, so the advantages of trading of warez via telephone were greater than hauling out to parties. Or, the technological advantage of the US meant the main crackers were gone by the end of the 1980s. Or the ….

You can see how silly it gets. Whatever happened, happened, and parties in the US or North America are historically rare.

I could fill this article with descriptions of European demoparties, but it’d be all crap, all secondhand stuff I picked up from others’ work. While that might suffice for a longer-term book or article, it doesn’t make sense here. All I can say is that as someone who has only lived in the US and on top of that only two of its states, it was very easy to romanticize these faraway demo events. When you’re playing these older demos and the scroller is shouting out to someone across the room and slyly talking about the power of the group, you can get sucked in. When it mentions the beauty of the countryside or the greatness of the party or how friggin’ drunk the writer is, you can start to feel like you really missed out.

Subsequently, in 1996, I heard about a demoparty being held in Canada, called the North American International Demoparty, or NAID. I was 26, just starting out in a permanent career after being in the games industry for a while, and I had the money and the ability to get a day or two off. I brought this up with my buddy Jim, and he too had seen these demos for years, and that was a sold trip. We packed up in his Checker Marathon and drove north from Boston to Montreal, covering 300 miles and sending me into Canada for the first time since I was a child.

We didn’t have any demos to show, any things to present; we just knew we had to be at one of these things. We didn’t even know what the rules, competitions, or, really, any other detail was. We just knew we had to be there. What if it sucked? What if there was nobody there? We had simply nobody to talk to about it, no group to check with, no buddies to correlate. We were going in blind.

As it turned out, it couldn’t have ended up better. NAID was absolutely amazing, held inside a college that was on break, with most of it open to the people at the event. Like a school redone as a haunted house, every hallway, gymnasium, cafeteria and classroom within the environs of the event were transformed into labs, lairs, stages, game rooms. It was attended by hundreds of people. The main stage was well-built, had a huge screen, and a great sound system. People milled around, talking about stuff, hanging out, eating and drinking. In point of fact, I never left the building once the whole time I attended. I had a bag of clothes I changed out of and used the facilities, of course, but I was a messed-up party nut by the end. Sleeping arrangements were basically blankets on a classroom floor. Food was whatever the little cafe in the place had. It was loud, it was crazy, and it was long. And I loved it.

There was a lot of potential for the actual to collide with the ideal, for me to discover that a demoparty was no remarkable affair, but yet, NAID lived up to my expectations. I resolved to go the next year… but there was no next year. After two large parties, NAID folded up.

After that, there have been a handful throughout the country, most notably Pilgrimage, a party held in Salt Lake City Utah for three years. I went to one, had a good time, but it wasn’t the same thing as NAID for me; then again, I was nearly 10 years older.

It seems that with the cards down, the wheel stopped, and the pieces left where they fell, Demo Parties just aren’t going to be a North American thing. That doesn’t mean there won’t be any held here, quite the opposite.

I decided to put one on myself.

Next: The Blockparty


Demoscene Week: The Drama —

It’s too easy, when recounting the Demoscene and its history and motivations, to convince yourself or your audience of a clean-room version, where it’s all about the creations and the resulting programs, and little else; kind of like the image put on by game publishers. (It is here, where once it was not, and it is done and complete and nobody cried). This cuts out the most vital aspect of this culture: the people, the events and the drama. These demos we can download and view over and over are just the artfiacts. (And damned beautiful artifacts, indeed.)

To assist me in illustrating, I’m formally introducing one of the more important Demoscene websites to you. It’s name is Slengpung and it contains thousands of photographs from dozens of demoparties of the last 20 years. It is blazingly easy using their interface to zoom to a specific party, a specific group, and even to specific people through the years. From this, you get the actual images of what a party was like, not just words or distant rememberances. I wish more “scenes” did things like this so slickly.

The initial demo parties (sort by year, then go to 1987 and onwards) show themselves to be exactly what they were: collections of teenagers, screwing around, drinking way too much soda (or beer), copying software, trading wares, bullshitting all into the night. This is a natural outgrowth of a bunch of kids with computers hanging out, and is where the big memories come from. There’s no competitions, no money changing hands outside of paying for pizza, and tons of home computers stacked near each other as kids hang out. This happened all over the world, especially in the era of slow-form networking.

There is a worthwhile discussion point regarding why there are then dozens and dozens of “Copy” and then “Demo” parties in Europe and very little in the US. I’ll cover that tomorrow. Let’s keep going in the current direction.

So, you have a situation in the late 1980s where groups are releasing demos out onto BBSes and as part of pirated software (or even as additional drop-ins to mailed packages of pirated software), and also releasing them at parties. And you therefore have a case where you are assembling, more and more, parties where there are tons of young guys who are entering contests (first for beer, then later for prizes and cash) with these demos. Some groups never go to parties. Some only go to parties and never actually release demos. Some people are individuals doing both but never actually in a group. And so on, down the myriad paths.

When making these sorts of accomplishments, that is, programs that are meant to impress and which are impressing others, there’s a flip side. You set yourself up for criticism, for questioned skill, for accusations. This is, after all, a situation with all the attributes of other types of “art”. There are accusations of stealing ideas, of lifting music, of claiming you are hand-building something you had made for you or which you took from someone else not affiliated with the “scene”. Additionally, if you spend months putting something together, or even a few short days, and especially after a few days which include drinking, you’re prone to boast. The other groups who are making stuff like you do it wrong, and you call them out. Others are the ones you know you have to live up to, or who have members who were once in your group, or who generally have been great guys. They deserve recognition from you as well.

If you go back and look through the old demos (and it has gotten easier and easier to do this online, thanks to both YouTube and the incredible website Pouet), you see all of these traits come out in the demo. Most of them have a “Scroller”, literally scrolling text presented in different styles that speaks from the creators of the demo to the audience. For earlier demos, the scroller will be the entire demo, with the music blasting and the text scrolling along the top or bottom while a graphic effect takes up the main part of the screen. This template is rampant; you can’t not find demos that do this in any collection.

Typically, for demoparties, the scroller text is the last thing typed in before the deadline at a demo party, meaning it contains whatever was on the mind of the authors at the party. Calls for more beer, shout-outs (“greets”) to people at the party or groups hanging out with them, and basically the expected quality of text that comes from a off-the-top-of-your-head rant. These are frozen forever, downloadable anytime, scrolls written by people now deep into a different world, or into the ground.

The curse of a popular scene is the number of voices clamoring to be heard. With demos becoming more and more prominent in the early 1990s, you can start to see bold attempts to be “first” with a new effect, or accusing others of stealing their ideas. Many groups are super-protective of their new demos, not wanting them to be seen until the last possible minute at a competition.

These complaints, however, are at a different level: the taunts and chiding of people actually producing demos. Much more intense are the shouts and cries from the audience, the people who don’t do any coding whatsoever and who are merely there to be entertained. “Too long.” “Too short.” “Lame colour scheme.” “Boring story.” “Uninteresting girl.” “Welcome to two years ago.” These are less easy to find for older demos but they exist to the present day; just go to the message base about Debris and notice the criticisms buried among the accolades.

“I dont know, it looks fantastic, it’s brilliantly directed, yet it’s still hi-tech, german and rather boring. Probably because it’s hell slow on my machine. Yet (just thinking) if you gave it a little bit of fairlightish freshy groove and sync, it’d be so much better, as i see it!”

“actually, i dislike it don’t get why there is such hype about it. really, i don’t think THIS responds to the scene spirit mostly. no point, story goes from nowhere to nowhere, after 30 seconds it happens to lose its initial potential and becomes repetitive, then boring. somehow, i don’t think i want to see it again (unlike other demos).
on the other hand, what i liked were the documentary-like shots; pitty it was all incoherent and without any conception; and the fact about the exe size. the soundtrack doesn’t deserve a respect – it’s average, actually.”

This last comment is a treasure trove of understanding the mindset of the demoscene; the values that are important, even if the conclusions in this case don’t mesh with the majority of the rest of the audience. Terms like “Scene Spirit”, “Story”, “Hype”, “Soundtrack” get bandied about, important aspects in determining quality in films, in performances, also play here. As much as it’s computer programs on a screen, so is there the idea that all hands are lifting a “scene” to new places, following a “spirit”.

Watch enough of these, and you’ll start to see where they’re coming from. Because you will find That Demo.

That Demo is the one where you watch it and for the moments you watch it, you are transfixed, astounded, no longer thinking polygon counts or frame rate or placing in a competition, but are just watching an amazing thing go by. Obviously, the younger you are, or more attuned to the type of hardware your machine is packing, the more recent That Demo will have been made.

Understand that I have a best friend, a fellow named Trixter, who has been involved in the demoscene for many, many years. He was “active” in the scene many, many years before I ever was (and my involvement would be called tangental at best). He is a member of Hornet, an American Demogroup (rare indeed) that ran the Hornet Archive, a collection of music and demos that for a long time was unparalleled on the Internet. He also was the technical director of the Mindcandy Series of Demo DVDs, which I have praised before for their world-class quality. He is, as they say, really really good.

We also argue incessantly as soon as we stray into topics of the demoscene. We’re both hardheaded perfectionists, insisting that stuff be gotten “right” with the assumption that there will be no revisions, no appeal to an authority to fix that stuff later. Subsequently, we bicker as like hens over our tiny debates, both of us intending, in our hearts, to educate and understand the other. It’s great, and the only lame thing is that we can’t use the energy we spend on them to heat our homes.

Subsequently, we argue: what are the best demos? What are the demos that changed everything? What makes a demo good? Where did things go right and where did they go wrong? We could down a shared meal, wreck through multiple 3-liter sodas, and shadow the incoming rays of the dawn with our flailing hands if realities of work and commitment didn’t interfere.

For example, I think the splash of FR-041, or Debris, has changed demos in a major way; the small executable size, the cinematic quality, the jump in technical proficiency, the environment of its debut to a room of people in the Breakpoint 2007 party as the last shown demo… these all add up to a seminal event in demoscene history. No longer can a group simply be good; they have to be incredible, or go for the clownishness of a “funny” demo. The “pure style” video, having raged and won the competitions year after year in the modern era of DirectX, have now been pushed aside to a hybrid style and substance once more. This, I say, is my opinion. Trixter does not agree. I will not pretend to try and recount his here. The point is, this debate is very important to us.

It’s a debate that is very important to anyone who cares about this scene, this idea of a place that exists in screen to screen, program to program, contributed freely and with great delight and hubris from the era of the C64 to the present day of the Dual-Core CPU, Hardware Rendering and the Precedural Texture. It is a lot of energy to pour into something like this, but it rewards us, year after year.

That’s worth every drop of the drama.

Next: The Countries.


Demoscene Week: Going in Style —

In yesterday’s entry, I gave some background information on the genesis of Demo Parties (sometimes called just Demoparties or Parties), where you had a history of software pirates outdoing each other in introductory screens before pirated software, and these “intros” were then spun off on their own right, becoming sole productions that were then judged and given prizes at parties. These parties, once called “copy parties” became renamed to “demo parties”, and that’s how things started to aim at the present day, where these parties cull amazing talent and skill into productions designed only to amaze and flabbergast.

I also mentioned the intense connection to Commodore 64s that many early pre-scene folks had, due to their ubiquity, availability and ease of learning. This is critical, because at the time, amazing intro/crack screens required knowledge of assembly to do top-flight things, and in doing so, they encouraged a generation of hackers to get inside the guts of the Commodore 64 to pull out every last cycle.

However, this narrative, while true, is also missing an entire component that is vital to understanding the progression of the demoparty. That component is the Commodore Amiga.

As time goes on, and the world becomes more and more a case of “Wintel/WinAMD vs. Apple”, I fear that many people will forget the Commodore Amiga (as well as many other brands now gone). What separated the Amiga from the raft of mid-1980 home computers was how its features and demonstrations were on the level of disbelief. If you’d grown used to the idea that your home computer was going to forever be a one-note sound generator, imagine hearing of a machine that could do four crystal-clear channels of sound. In 1987, IBM computers could boast of a VGA display that ran at 640×480 resolution and provided 16 colors. The Macintosh II, in 1987, gave you better resolution and 256 colors, but cost nearly $4,000 to be properly outfitted. The Amiga, however, could produce modes of 4,096 colors, interlaced video, and all while playing that wonderful music.

The Amiga was an art machine with a powerhouse behind it, and the holding pen of the Commodore 64, combined with brand loyalty, meant this generation of top-notch programmers were loosed onto what must have felt like a limitless playing field.

Intros and demos, previously of a certain size and approach, could expand out into cinematic proportions. When tricks came out, like forcing the Amiga into video modes never intended or taking advantage of the chipset to put more items on screen than ever before, those tricks got attention. In fact, this is where my own story starts, because I first heard of demos when I was in high school. A friend of mine, Andy Rubin, lent me an Amiga 500 his company had used for some video production and which they’d stored away, unused. I was all over that machine, getting my hands on programs from bulletin boards, downloading songs to play, and playing any games or pirated software I could find. And whereas with my IBM, I’d more often than not be greeted with a text screen and some 2-bit music, with the Amiga the right command would explode the screen into a pyrotechnic adventure. Other machines had art of their own, of course; both in programming skill and in writing; but the Amiga had the kind of art you could show a non-computing family member after pulling them into the living room and have them go “Wow”. This was a powerful thing.

And like I said, the growing demo groups exploited this new machine to its fullest. So much so, in fact, that style started to enter into things like never before. It wasn’t enough to put up music; now you had to have the best-sounding 4-channel music your dedicated group musician could write. You couldn’t be happy that you made stuff float around the screen; now it had to float around the screen on a background of beautifully drawn mountains or alien tropical forests.

This is a critical change; it meant that pure programming might not get accolade for a demo; in fact, a demo that was not as well programmed but which had more flashy graphics and sound along the lines of a cartoon or music video might win over a demo that showed a never-before-seen video mode. It was a heated debate as to which was “better”, a debate that rages in the modern era, although for entirely different reasons.

On my borrowed amiga, I started seeing these demos, these songs I’d never heard the likes of, these graphics I’d never envisioned, and all of it with the extra realization that the computer was doing this all right in front of me, in real time.

Through this new wave, there started to be little conventions, in the sense of traditions and references that went from demo to demo. Jokes at others’ expense. Claims of being the best. Nicknames and terms for programming concepts. A style of a different nature was arriving; to this day, you can hear certain types of songs done from that era and kind of “know” it’s from that era. The artists inspired each other, created schools of thought, boundaries of what was acceptable or expected, some of which were smashed to bits or improved greatly. The idea of there being a “scene”, with “scenesters” within it, and the “scene” was an ongoing entity that needed both protection and promotion, starts to really take hold.

I could list them all, all the little nuances I’ve noticed, but they would be my list, the parts of it that I feel, and it’s a unique list for anyone. When you start to download and play these demos, you might find yourself in a special mode of thinking, that “demoscene” approach. It’s magical, for some of us. It’s why I went to the few of these demoparties that happened in North America (NAID, Pilgrimage) and why I’ve always wanted to travel to Europe to go to the still-thriving ones out in the world. Which is why, ultimately, I was watching a currently popular demoparty, Breakpoint, on demoscene.tv, a site that streams video and audio from various demoscene events. And that’s how I learned about Debris, the winning demo at Breakpoint; many miles away and many hours of time difference.

If you start watching demos for any amount of time, downloading them and running them on your machine, you’ll start to build up expectations, ideas of what should be where, what works and what doesn’t. You start to learn the names and styles of the active groups. You see groups retire out, or new ones make a big splash. And if you spend enough time over the years, you yourself probably start to feel a bit like you’re a part of the scene, even as an observer. Like me.

Next: The Drama.


Demoscene Week: Changing Everything —

I wasn’t there, but I was close.

When the demogroup Farbrausch released FR-041 (“Debris”) at Breakpoint 2007, I was watching through the demoscene.tv stream and watched it completely own the Demo category, even with new productions by Andromeda and Synesthetics, to the great cries of “HUND! HUND!” throughout the Rundsporthalle. I wasn’t awake for the results, but I knew they were the winners after 30 seconds of the demo.

I’m gearing this introduction to the demoscene with the assumption that all the stuff I just mentioned is sort of unknown to you. People who know the demoscene well will probably not find much of interest except the opportunity to correct me, while people who sort of know it (in a “I’ve heard of it” level) will maybe get some pretty pictures out of it, so it’s worth their time.

This whole “Demoscene” thing is an inherent part of my growing up, placed along the worlds I traveled with Bulletin Board Systems, Text Adventures, Hacking Groups, and Art. In fact, it’s so much a piece of me that I fall into the classic situation of simply assuming that everyone around me has either heard of it (at least, lightly), was a part of it, or “gets” the whole thing the second I start talking about it. This has been pointed out to me as being a bit silly, and it is, in fact, a bit silly.

So let’s spend a week on it.

Introducing someone to the concept, we immediately and completely trip over the core word: “demo”. The word has an enormous spectrum of meanings, and in fact the way I’m using it isn’t even one you can generally look up. We have test products, destruction, protesting, presentations, music recording… all of them use the word “demo” as some sort of term relevant to them. If someone says he has a “demo”, your initial thought is not guaranteed to be the way I’m thinking of it. So let’s work with that word immediately.

Demos are programs written to show off either technical, artistic, or stylistic prowess on a computer.

Dull as mud, huh. The thing is, that simple root definition fillets out all of the wonderful stuff in lieu of simplicity. It’s like describing the whole aspect of music as being “the making of sounds”. You’re missing out on a lot of stuff, especially groupies and pyrotechnics. Similarly, you’re missing out on this entire amazing culture, often called the “Demoscene”, that has been a global presence for over 20 years and had an immediate effect on a whole raft of things, ranging from game design to music videos to web design to programming techniques in general.

It used to be that being a software pirate was a rather technically challenging endeavor.

I could fill your evening with discussions of software piracy and the various aspects of it that have existed throughout the year; I put in some bit of it into the BBS documentary, talking to people who were once software pirates on the Apple II. I’ve also interviewed people outside of the documentary, just because I find them fascinating folks. Many of them have gone on to careers in computers that use their skillsets quite handily, skillsets they built up pirating software. Once computer software went from being the utility accompanying massive machines and became an industry within itself related to home computers, it became a priority to prevent the duplication of this software. The only problem was, this software was being run on machines whose main abilities were in the retention and duplication of software. After all, the computer had to “duplicate” the program off the cassette tape or floppy disk into memory, and then “duplicate” settings in memory to be able to present the user with ever-changing variations of the program’s output. “Shareware” and “Freeware” programmers really liked this attribute, allowing their works to go far and wide with very little personal time required after the initial drop onto a BBS or onto some mailed-out floppies. In the case of commercial software, however, a complete copying of the entire program would result in a lost sale. Like a lot of cases involving money, this resulted in a hilarious goulash of smart and stupid; smart people spending months on a program and then spending weeks beyond it trying to ensure the program could be copied into the computer’s memory but never copied out again, often by completely breaking aspects of the computer’s speed and efficiency to do it.

In the same way you might live in an apartment and are thankful you’re never required to slaughter a goat, so should you use a computer and be thankful you never have to conquer spiral tracking protection.

But the people who did conquer crazy computer protection schemes like spiral tracking (which involved reprogramming the step motor of a disk drive to make it general one single track on a floppy in a spiral!) did so and were really smart about it. Super smart, totally honed in the skills needed to undo the protections and memory access control and every other barrier preventing them from making duplicate copies of this software, returning the machine to its designed state of easy copies. And with these skills came two types of personality; the quiet get-it-done utilitarian software cracker, and the Oompah-Band-Playing Showboater, who would be more than happy not just to crack the software but tie it into a little bow, fixed up and optimized, and better than when you found it initially. At the risk of a totally silly analogy, imagine a car thief that returns your car a day later with better shocks and fuel efficiency. And photos of all the women he picked up in your car. Including your daughter. That’s hubris, that’s in-your-face. It’s rude, crude, but it contains panache.

Software pirates would speed up games. They’d repackage the game so it was in a smaller space, loaded faster, could fit 10 games on a floppy disk instead of 10 floppy disks with a game apiece on them. And they signed their works.

This is critical. They actually signed the resulting crack, leaving a note that it was they that broke the protection, and were making it available. They’d include an advertisement for the BBS they ran. They’d include messages to other software pirates not to screw with them. A program that once held a simple title screen would be completely redone, a trotted-out pony with the pirate’s name shaved on its butt. “Enjoy the steak,” the pirate would be saying, “but remember who rustled the cattle for you in the first place”.

This is enormous hubris. It turns some people off immediately, disgusted at the combination of “wasted talent” and “outright theft”. I won’t debate that; I’ve never been good at it. In the same way that there is endless romantic tale-spinning of the pirates of old, so the same it is with these software piracy groups. Sure, there’s lots of examples of simple smash-and-grab types who used industry backup programs to snag copies to trade around school, and there were folks who lacked even that skill and would shoplift or “borrow” friends’ disks and not return them, nothing more than outright thieves in the true dictionary sense. But there’s something about gazing at the breathtaking variety and messages of these groups that a range of people have found fascinating.

Things have lessened up somewhat in the ensuing years; the introduction of the CD-ROM meant enormous amounts of data were available very easily, and the lack of real “protection” on them meant easy copying for people willing to sustain the mass of data that this entailed. Cracks still happened and in fact a piracy “community” in the sense of “groups putting together stuff in a repackaged fashion that was once for sale” thrives quite handily in this age of peer-to-peer and bittorrent. But more often than not, you are simply receiving the data in a compressed form “ripped” directly from the DVD-ROM or CD or movie in question; the “pirates” are glorified copy machines, quite happy to throw stuff up onto the web and let the fast pipes of the world glom down the massively over-puffed result. It is, as to be expected, a different world.

But this original hubris, this willingness to create a “show” patting oneself on the back before sending the user into the software package, is where the demoscene feels its roots.

The Commodore 64 was really frigging cheap.

This may seem like a bit of a departure of where we were. But it’s not. The Commodore 64, the longest-running manufactured computer in history (it was manufactured by Commodore from 1982 to 1994, an astoundingly long run), was, to put it succinctly, the first computer for multiple generations of children and adults. At a price tag in the range of hundreds at the same time others were over $1000, it was a relatively low-cost way to enter the computer age. And what wonders the computer held! Graphics, sound, programming that could adapt to the needs of whoever the user was. If you wanted only to place your disk in and play a game, the C64 could send you right there, joystick in hand, never worrying about a byte or a command. On the other hand, if you could brave the learning curve, your C64 was ready for you to do your worst in manipulating the 6502 chip within into insane backflips, calling out to the graphics and sound chips in new and amazing ways, each more and more convoluted (or elegant).

The C64 was big in the US, but it was unbelievably huge in Europe. So big, the closest analogy for Americans is probably the original Nintendo Entertainment Systems, in terms of uniformity of hardware and width of distribution. But the important thing to realize, is how very well-known this computer, this collection of hardware and software, had been. It too was subject to the same situation of the Apple II: pirate groups, brilliant programmers taking on other brilliant programmers to both duplicate and improve commercial products. And again, there were these signatures, these “splash screens” announcing the group’s prowess in making the duplicated software available.

There became a bit of a competitive spirit over these splash screens.

In many ways, the pirate groups that would crack and make various software available would spend more and more time on these opening splash screens. They’d add in messages that scrolled. (Scrollers). They’d add starfields, They’d make stuff happen that wasn’t supposed to happen. And all this to get people to be impressed with the programming prowess they had. I know that might sound weird, but it’s a core situation. it’s part of what made this all what it was. Again, this generation of kids who were raised on this (relatively) cheap hardware that they knew inside and out were given a stage to present their skills not just in cracking software, but demonstrating their programming prowess in general. Demonstration. You see where this is going.

So, there were these things called “Copy Parties”.

Obviously, transferring disks, even highly-optimized, cracked-so-that-10-fit-on-1 disks, was an expensive proposition, especially in places like Europe where the phone bills could be crushing. For a certain range of software traders, it became easier to simply mail stacks of disks, or get together in person and copy stuff. Held in homes or at schools, these parties became known as “copy parties”. They happened all over the world, but for whatever reason the European parties started having names, and were held in a more public fashion. They began being “hosted” by pirate groups. And, critically, there began to be competitions. Competitions of a programming nature, and with cracking groups needing to keep up by bringing in dedicated art and programming members to just work on the splash screens. And the splash screens became not just more elaborate, but more communicative, more taunting.

Somewhere in the late 1980s, things shift. The portions of the pirate groups dedicated to creating graphics and sound for these splash screens start becoming entirely separate divisions, not at all related to cracking software or splash screens. Instead, they begin releasing their works completely and separately. Sometimes a piracy group would still have its name on these separate programs, but they weren’t affiliated with any software; they stood on their own.

These programs would demonstrate programming skill.
They would demonstrate artistic, and music skill.
And they would demonstrate stuff that, for the life of you, you could not figure out how they were accomplishing it.

They were, in a word, demos.

We’ve travelled a long way today, and we’ve not explained the statement at the top of the entry yet. Here it is again:

When the demogroup Farbrausch released FR-041 (“Debris”) at Breakpoint 2007, I was watching through the demoscene.tv stream and watched it completely own the Demo category, even with new productions by Andromeda and Synesthetics, to the great cries of “HUND! HUND!” throughout the Rundsporthalle. I wasn’t awake for the results, but I knew they were the winners after 30 seconds of the demo.

“Breakpoint 2007” is a party that was held in Germany just this past weekend, attended by over a thousand people, for the pure and total reason to show demos, these programs rooted in crack screens, Commodore 64s and generations of computer users. “Farbrausch” is a reknown “demo group”, dedicated to releasing better and better demos. They have competitors, including groups with names like “Andromeda” and “Synesthetics”. There is such an interest in these parties that the competitions are broadcast over internet TV (demoscene.tv). And with a dozen categories of entries, there were contests held all weekend, in an arena, a literal arena, called the Rundsporthalle.

And the demo, the program written to impress that won the demo competition, was called “Debris”.

Here is the page with the demo for download to a Windows box. If you do not have a windows box, it is possible to download a video recording of the demo playing, so you don’t need to find the right hardware.

When you do play it, if you have a machine that can play it, you’re in for a ride.

The program is in real time.
The program is generating the scenes as it goes.
The program is 176 kilobytes.

176k. Probably one-half the size of this entry I’ve been writing for a few hours. And it does that.

“How is this happening?” was my initial reaction. “How are they doing that.” Research, study, investigation, and I learned. But that’s the way it is with all magic tricks, really; spend enough time staring at them in cold regard, and the secrets will likely fall. But hopefully what will never fall is that memory of the initial dropped jaw, the opened eyes, the created work whose only point was to entertain, to boast, to delight, to compete, to win.

That is the core spirit of demos.

Next: The Style.


Hark! Kibble! —

A lot of discussion has gone by about the website twitter, with the now-usual overloaded amount of meta-criticism, distaste, praise and pontification. Ostensibly this will be the case in the future for any website that claims to have come up with a new type of communication, or at least, a new interface to an old type of communication.

Anyway, I looked it over, and did the only logical thing.

I connected my cat to it.

The little guy’s really taken a liking to it, so I’m glad I could at least get this new website hooked up to its natural audience: housepets.

As for my own, serious consideration about the site, I have none. It’s someone’s pet project, it’s gotten attention, it’s a lot of fun, people are making derivative sites like twittermap, and really, all told, it’s a cute toy and I had fun doing the 15 seconds of searching to find a perl script someone whipped up in probably 15 minutes to interface with it. Life works at a new level of speed now, And I like it.

Meow.

Next week is an all-demoscene week. Brace yourselves.


Amateur Decade —

In the previous entry Amateur Night, I talked about websites that don’t want to think of themselves as websites, but little tiny kingdoms with special data that can be completely protected and uncopyable by massive “terms of service”. It occurs to me there’s a historical precedent for this on BBSes (and after a while, someone would have mentioned it) but it’s actually not the same at all.

In 1986, the United States passed an omnibus law called the Electronic Communications Privacy Act of 1986 (TEXTFILES.COM Copy). It basically increased the definition of wiretapping to include electronic communications, adding penalties and language around networks that were not just voice. The resultant effect was that electronic messages suddenly had the potential to be considered the same sort of communication as voice communications with fines and jail time for “intercepting” them.

What all this activity did was get the attention of some people who were also bulletin board system operators, and a little crisis presented itself.

To give better historical context, realize that the process of starting a bulletin board system was mostly one of financial outlay and little else in the way of “hurdles”. There was the occasional guff given from phone companies as you ordered a second phone line (this was unusual enough to cause some trouble), and especially if you indicated you intended to have “data” on it. (One interpretation by The Phone Company and regional divisions was that a phone line intended for “data” had to be qualified, since that’s what would happen with businesses and banks and so on.) But once you attached your machine, installed the software and started up, you were pretty much on your own.

Some BBS owners were asking for money to use their BBSes, while others were running it at a significant loss. The business BBSes were naturally concerned with paying taxes, covering costs, maintaining quality, and acquiring content (although nobody called it “content”, they called it “files”). Others were just doing it because it was fun, or to get pirated software, or to support a group they were with, or… well, you know, the reason people run websites now.

Throw into this whole mix the concept of Fidonet, which was, by any measure, a true and honest “network”, where communications were bouncing between hundreds and later thousands of machines, stored and forwarded, and worldwide.

This leaves you with a very diverse group of people who all are nominally “BBS Sysops” or “BBS Operators” but they’re all over the place in terms of awareness of laws, interests in profit, age, and so on. For a swath of that group, the sudden passage of an “Electronic Communications Privacy Act” that talks about carriers and network messages and so on seemed to fall squarely in the domain of bulletin board systems.

Then, as now and before, there were a group of people who preferred to take the position with regards to law as one of “when they show up at the door, I’ll give a shit”. This generally works, but when it doesn’t, it really doesn’t. It sure makes life a lot simpler, though; run your board, do your stuff, don’t be a dope, live free or die. This approach is not for everyone.

There’s another group who, hearing of a new law being passed or a new statute being implemented, immediately rush to be as absolutely compliant under all circumstances, even if it means self-immolation. They’re the ones who freak out that a poker game at their house might violate gambling laws, or who stand, patiently, at an abandoned crosswalk until the little light goes from orange to white and they can cross. They’re playing it safe, even safer than the original lawmakers might have intended. To this group within bulletin board system operators, the ECPA was a terrifying harbinger of doom.

Thrashing occurred as to what to do about it. Here’s a contemporary view of this law and its applicability to Sysops from 1988 from the textfiles.com collection. As the author (Michael Riddle) warns you, his conclusions are that of a layman, and as it turns out, a lot of his conclusions aren’t on the mark, but Riddle’s essay serves as an indication of the conflict occurring over this incursion of law into the BBS world.

The ad-hoc solution taken by the more concerned BBS operators was to put a massive disclaimer when you signed up for the BBS. This “New User” message would dump a bunch of law onto you, explaining that the e-mails on the system were not private and that no effort was being made to protect them or keep them from being made available due to bugs, crashes, and so on. Once you agreed to this “term of service”, you would be allowed on.

Unlike the insane fairydust-and-unicorn terms of service I quoted before, these were done out of a fear, a fear of the BBS being subject to prosecution and lawsuits, misunderstandings where the board might go down or be ruined because someone had an expectation that simply couldn’t be fulfilled. The ECPA disclaimer was a hack, an attempt to short-circuit further conflict by making it clear that the BBS wouldn’t be a place to expect privacy. While sysops may have taken user privacy very seriously, the ones who were following laws knew they could never promise full compliance.

This isn’t the first mainstream crossing of law and BBSes; probably the Tcimpidis MOG UR BBS Bust of 1984 really got national attention (and is mostly forgotten). But the wave of fear and reaction of the ECPA of 1986 was where things started to go a tad wonky, and really paved the way for some truly embarassing and boneheaded law-technology intersections through the late 1980s and early 1990s. Amateur Decade.

More on all of this later.


Warning! Amateur Night! —

From lauralevine.com:

All photographs, text and html coding appearing in the Laura Levine site are the exclusive intellectual property of Laura Levine and are protected under United States and international copyright laws. The intellectual property MAY NOT BE DOWNLOADED except by normal viewing process of the browser. The intellectual property may not be copied to another computer, transmitted , published, reproduced, stored, manipulated, projected, or altered in any way, including without limitation any digitalization or synthesizing of the images, alone or with any other material, by use of computer or other electronic means or any other method or means now or hereafter known, without the written permission of Laura Levine and payment of a fee or arrangement thereof. No images are within Public Domain. Use of any image as the basis for another photographic concept or illustration is a violation of copyright.

From livestrong.org:

This Website, its design (including HTML code) and layout, and all text, web pages, graphics, pictures, documents, button icons, images, audio clips, video, information, testimonials, letters, articles, other written materials, and other content found on this Website (collectively, “Website Content”) is protected by U.S. copyright laws and may not be downloaded, reproduced, republished, sold, displayed, copied, transmitted, distributed, or otherwise used or exploited except as provided below without the prior, written consent of the Lance Armstrong Foundation (“LAF”). All photos, images, videos, and personal testimonies and stories on this Website are not subject to the license granted herein and may not be downloaded, reproduced, republished, sold, displayed, copied, transmitted, distributed, or otherwise used or exploited without express, written permission of LAF.

From mcachicago.org:

Except where noted, images and texts on the MCA Media website may be downloaded and reproduced only by members of the media for the sole purpose of timely reporting in newspapers, magazines, television, radio, web publications and other media. Use of media images and texts for any other reason and at any time after the close of the exhibition or program may be subject to additional permission requirements. Media materials may not be downloaded or reproduced by commercial stock houses or archives or by members of the general public.

From nem5.com:

While it is impossible to stop any real thief from right-clicking and stealing the work off websites, part of the purpose of the statement guidelines of use on this site is to help new-comers to the internet who may not understand that what they do when they take images, literature or other work on a website without permission of the author/artist is considered theft and is punishable by fines and imprisonment. Any site that has permission to use the work on Nem5 will have a link to the site that has permission listed on nem5.com. Any site using the work without a link to nem5.com does so illegally. Any person/website using any work from this website without permission agrees to pay $500.00 for each individual work (ie: 1 image or 1 poem or 1 short story) to Maggi Norris plus $500.00 to the original artist/author of the work, if not Maggi Norris, plus any fees recognized as the fine for copyright infringement. If the work is changed in any way the user agrees to pay $5,000.00 to Maggi Norris plus $5,000.00 to the original artist/author of the work plus any fees recognized as the fine for copyright infringement per individual work taken from this website per instance of change to the work. This payment does not grant any rights of the copyright to the person who took the work without permission. Stated payment will be considered compensation for the illegal temporary use of the copyrighted work. If an agreement for future use is not agreed upon by Maggi Norris/Nem5, the original author/artist of the work and the person who took the work, the time for use ends upon discovery of its unauthorized use. On the date of discovery a notice will be sent to the contact email of the site using/showing the unauthorized Nem5 work. Any use after that date shows agreement to pay charges of $500.00 plus $500.00 to each individual owner of work Nem5 does not hold copyright to per week for each individual work plus any and all fees incurred due to prosecution or other methods of stopping unauthorized use including any and all legal fees and/or court costs incurred due to improper use.

People like the internet. They like the ease of communication, the simple markup language that creates what used to be a thousand-dollar brochure for pennies, and the world-wide reach granted each and every entity within it. This is fantastic! They can finally sell their shit to people they don’t have to corner at parties and harangue for 20 minutes.

But they don’t really like the internet. They hate the ease of downloading, the copy/paste keyboard commands so many machines come with, the speed at which that special photograph of a bee can be repurposed, remixed, redone and put up elsewhere without their knowledge or consent. In fact, it’s possible it could be done dozens of times and they’d never even know it or could even recognize their own stuff if they found it.

So they do the natural thing: they go psychotic. They put their stuff up, and then add a contract to their website that you implicitly sign onto when you browse them. They don’t hold you back from viewing it until you explicitly agree. That’s hard! Also less people would browse, and more people browsing is good. So basically, they kind of make up this sort of mirror-world law that they think they have.

I get letters occasionally; people explaining to me how the world works inside their heads and what amazing forces they have at their disposal to stop me from doing what they think I shouldn’t do, with regards to my various websites. Occasionally they’re right and hurt feelings are repaired, but other people would be much more interesting to me if they threatened me with some sort of dragon-lion mix that they claimed was going to come through my window. That has zest.

We truly live now in the age of the true amateur; the amateur scholar, the amateur lawyer, and the amateur law enforcer. I can say one thing about amateur night: it’s pretty damned entertaining.

These flexible curtains of text, like the ones I pasted from above, are draped all over the place online right now; they’re hastily nailed-up NO TRESPASSING signs with no ability to enforce the demands behind them. Not to diminish the honest concerns behind the people who use them, but I can vouch that my immediate and instant reaction is to hit the ‘Download All’ button.

…so if you lose your website, give me call; I’ll give you my backup.