USA
Intros and Demos
from Rampar, Fantasy, Evil, Storm, Public Enemy, FBR and The Survivors by Wanderer (ex Satan) |
Who
we were, What we did and Where we are today Updated April 2004 |
Mandrake public enemy boba fette the survivors
fucked beyond repair fbr wanderer c64 commodore 64 the last dragon
Introduction
If you are a PC user, it's very simple to download the 64 emulator from www.ccs64.com
(I use the Directx version). This turns your PC into a full 64. It works with
almost any game (interrupts, rasters, music, etc.) and emulates the disk drive
perfectly. I'd really like people to see these demos, considerable work went
into designing them. Click the icon to start the emulator, press F9 and use
the "disk drive #8" to navigate to, and run the .prg, .t64 or .d64
files I have down below. It's that easy and the demos look and sound just as
they did a decade ago.
A BIG thanks goes to Mike (Core_321[at]msn.com)
for sending me some of my old work. All intros and demos are my works and permission
is given to freely distribute them (unmodified). Any games attached to the
intros are distributed because the authors have authorized it. I don't
plan to add much to this page over time, it's more of a "for historical
purposes". Most 64 group pages have gone the way of the 404 error. I feel
that a decade worth of intros and demos should at least be recorded on the internet,
even if the 64 is dead.
** SET YOUR 64 EMULATOR TO NTSC (f9) OR THE
EMULATOR WILL RUN IN PAL (European) MODE ***
You
could also try WWW.VICETEAM.ORG for a
different emulator.
Did you know?
- I used to program in PAL Assembler.
- I've forgotten most everything about 6502 machine code and most likely couldn't
code a smooth scroller today.
- I was once voted #1 programmer in Mamba magazine
- I wrote two demos on the IBM PC. They were written in C++.
- I wrote a packer called Wanderpacker. It didn't do a very good job of compression
but it did pack consecutive bits. It was just to say I'd done so... and I did
so.
WANTED
Tide of Time - co-op demo
Afterlife - Survivors demo
Or any other demo I was part of
CONTACT
admin (at) ontario(REMOVEME)ghost(REMOVEME)towns.com
YES I KNOW
The logos look awful, I wish I was a better artist or that I had an artist at
my disposal. Some of the logos just made the demos look awful.... and looking
back, I see some arrogance in my scroll texts :), but also a lot of warmth for
other people.
Mike
Questions |
Did
I rip?
Only in the beginning before The Survivors became well known. This doesn't include
music and graphics from games and other sources. I'm not a musician nor an artist
and without a devoted artist as some European groups had, I was left to my own
devices. I tried making my own logos, some didn't turn out too bad. Other logo
attempts were horrid. For the later on years, there are only so many ways of
making a scroll, only so many ways of doing an FLI or a raster bar. How can
you look at one intro and look at another and say one was 'ripped'? Ripping
code isn't a magical spell either, you can't just place something into your
own work. There are memory locations and interrupts to contend with. Nobody
has ever proven I ripped anything after my beginning months in The Survivors.
I chaulk it up to jealousy. It's really a matter of I simply don't care - I
continued to code as I saw fit, and most of the people loved my work. Some didn't,
and I accept that.
Were you a software cracker?
No I focused strictly on programming. You won't find any illegal software
on this page.
Who were some of my idols?
I looked up to Changeling of Abyss (An American group). I think in the end I
surpassed Abyss in skill but that's because they left the scene. Had they stayed
on the scene, they might very well have blown me away. For the era though, I
have to say Abyss definetly set the standards. On the other hand, Streetkiller
and Lords far surpassed my abilities. I could never get vector graphics
to work. Towards 1990 I felt that I was falling behind. Relentless, my last
major demo was a brilliant piece of work however it was not up to par with the
newest routines. I'm glad I left when I did because I don't think I could have
kept up any more. The routines today are out of my league.
Would I ever come back to the scene?
Never. Also all contact information in the demos and intros is now invalid.
Would I do it all over again if I could?
Probably not :) Honestly.
What were some of my highlights?
25 scrolls at one time on the screen (it used up the entire raster time). Learning
FLD (Flexible Line Distance), a full screen scroll, the Relentless demo itself
and turning the demo game Dominator into a fully playable game.
What's a raster?
In simple terms, a television/monitor shoots out electrons onto your screen,
which is coated with phosphor. When the electrons hit the screen, it lights
up. Naturally to watch full motion video on your television, you can imagine
this happens rapidly, and it does, 60 times per second! So from a programming
point of view, we can actually tell a computer to turn the screen RED when the
raster line is at the top, and then turn the screen BLUE when it is on the next
raster line. When you look at some of the pictures below and you see the nice
colour bars (grey in After Forever or the orange ones in Serenity) those are
actually telling the computer to turn the screen a certain colour. All we do
is tell the computer to set the background colour of the screen, the same way
you would on a webpage or fill the screen with grey or orange in a painting
program. The trick is, with machine language we can change the colour in accordance
with what line the raster is on. It's like we're telling the computer to just
turn the entire screen one colour, and it tries to, but we tell it to do it
so quickly (every new horizontal line) that the end result is a series of colour
bars which are nothing more than background colours. The same principal applies
for scrolling messages. We just tell the computer to look for our 8 raster lines
(because text characters are 8 pixels tall) and when it hits that line, to move
the screen to the left by one pixel. If we didn't do it this way, the ENTIRE
screen would move left. But this way (like the colour bars) only one line appears
to move. It's of interest to note on the Commodore 64 a scroll is really just
moving the screen 7 pixels to the left and for the 8th we physically move all
the text on the screen left by one character, losing the character on the left,
and placing a new letter on the right. Have I lost you?
Why
were your rasters so crooked?
The rasters were crooked in the early demos and intros because I didn't use
timing tables. I programmed in PAL assembler and I tried to set up a table of
numbers to delay the computer and straighten them out. The timing table failed.
I'd change the values and recompile the demo and just get fed up not seeing
results. It's been said that Mandrake 'showed me' how to make straight rasters.
This is not true at all. I simply changed methods.
xxxx LDA $d012
CMP $D012
BNE xxxx
This method would check the scan line and wait until it looped to a new line
before drawing another color. I asked Mandrake for some guidance on FLD, and
in one of the Public Enemy intros I did, you can see 100% smooth rasters. I
was so happy with that intro. The bottom of the screen uses an FLD routine to
push away the old information and bring up new information. I wouldn't say he
showed me how to do it, as I'd already been playing with a routine. He showed
me how to set the screen back to normal for anything BELOW an FLD routine. For
example on the Rampar intro with the bouncing scroll and the soldier walking
through the jungle, the FLD bouncing scroller in metallic colors would have
pushed the soldier and forest down, another FLD was required to offset this.
So for those who say I was shown how to do FLD or smooth rasters, they are mistaken.
Did
you make any enemies?
I'm proud to say I got along with most everybody. There were
those however who didn't share my free spirit. I was phoned at 2AM by a member
of one group to tell me how my programming sucked. I told him to call back at
a decent hour, and he did. The next time I simply told him, "You have the
right to your opinion", which caught him off guard and he terminated the
call in a hurry :) He couldn't program, couldn't NTSC fix, couldn't do much
of anything except shoot his mouth off. It's rumored he would tape these phone
calls to play back later. Truly a case of a low esteem if I ever heard of one.
Then there was a member of FBR who I call raster boy. This guy was one of my
idols growing up but he turned into a major egomaniac. He rudely called me up
one day and accused me of badmouthing him or ripping his routines. I corrected
him and he backed down. Oddly enough I noticed someone from SPEAKEASY (his last
known ISP) visited my page. A few minutes later someone tried to subscribe me
to a mailing list (and failed). Coincidence? I wonder.
Why did you change your name from Satan to Wanderer?
I chose -=Satan=- with the -= =- to make it unique. Later on
I thought, this was a corny name. I'm Catholic and it just doesn't seem right.
My friends would mock the name too, with their imitation voices. I just thought
a change would be nice, something more unique and less evil sounding. Nobody
was behind my changing it except me.
The Early days |
I
started out as a programmer on the Commodore PET in BASIC. Then I moved over
to the Vic 20 with it's whole 22 character screen. I wrote some BASIC games
and was a real gameaholic. I then bought a Commodore 64 at an electronics store
sale. There were only two of them in the store and people were waiting in line
for the store to open. We were almost first in line and when the doors opened,
I casually walked towards the two Commodore 64's. I looked behind me and saw
people RUNNING into the store. With that, I ran towards the C64 and snatched
it up before anybody else did. I didn't know there would be such crazy people.
It turned out one of the joystick ports was broken (I guess that's why it was
on sale) and we had to get a chip repaired to fix it.
Eventually I attempted to learn 6502 Machine Language. I can remember sitting
in the back seat of the car, on a family trip. I was reading a Compute magazine
with a machine language tutorial. It was very simple, it would display a single
asterix on the screen.
LDA #$2A
JSR $FFD2
RTS
I couldn't understand what it was all about (can you?) and asked my brother
for help. From there on, I made it a slow and steady climb to learn the language.
The progress is unmistakable as you watch early 1988 demos and them compare
them to 1990 demos. Choppy scrolls, shaking raster bars in the beginning. Smooth
scrolls and bouncing logos in the end. It is important to note that I was NOT
a software pirate. I coded strictly for my own pleasure and put software into
the C64 community. I also made a few games, but they were not very good. One
was "Jailbreak from something". I did the graphics, unlike commercial
releases which have artists. It still amazes me that I coded in the same language
as commercial games (eg. Ghosts and Goblins) but I could never write anything
that was a challenge to play.
I released some LOCAL releases within my city. Some of the titles
were Santa Claws (note spelling), Santa Claws 2, 3 and Soul Stripper. These
are hard to find and represent my very early days as a programmer :)
|
In
1988 I joined a group called The Survivors. It
was run by Boba Fette who was thinking of leaving FBR. I was worried
that my programming wouldn't be good enough for the 'scene'. The scrollers were
still choppy and I was still a beginner programmer. BF reassured me that I'd
learn. And I did! He phoned me back about a month later and we started up The
Survivors.
I ripped a scrolling star routine from an intro and used it in a Survivor intro.
This started a series of 'ripping' rumours. It was true at first, but once I
learned how to program on my own, I didn't rip. I did what most everybody else
did, and looked at code to see how things were done. I'm positive we all did
it to learn, I just chose to use it in an intro that would be shown to others.
In a few months, I was making my own intros and demos with nothing but PAL assembler
and my own mind.
I
remember being on some conference calls with people from all over the world:
Germany, Belgium, Denmark and Austria. It was wild. Ikari consisted of such
members as PAL (Paul) whom me and Nik/Ikari made fun of because he spoke so
little. He was a brilliant programmer but quite quiet. PAL and Nik resided in
England while Just Ice of Ikari resided in Denmark. I can remember asking Just
Ice what was so difficult about cracking a tape cassette game, and he didn't
like that comment too much.
The Survivors became a very well known name across North America. We dealt with
Ikari and Talent overseas. We enjoyed worldwide fame for about two years until
Boba Fette left to join the Amiga world (Alien Thunder) around fall of 1988
and I was left trying to keep the group together and keep Ikari as our
import contact. In the end I gave up, and joined PE.
Ikari
intro
Some
members we had were: Badd Boy (importer), Prowl (bbs), Stryker (?),
Boba Fette (importer), Kid Quick (importer), Silver Surfer (importer)
, Stryker, Megatech (?), Lady Godiva (really she was),
Badd Boy (importer), and Satan (my old name). It was nice to see
us greeted by all of the major European groups.
Boba Fette now works for an internet security company,
I work with computer networks. Unknown what the other members are doing. TS
ended by August of 1988. I made contact with Badd Boy once, but I forgot what
he was doing. It's been over a decade.
This is the infamous ripped star routine intro
ILLUSION 1988 |
(Thanks to Jani)
In June of 1988 I joined Illusion after The Survivors folded. It was run by a guy named Big Man. He was one of those egotistical types who thought highly of himself. I thought of him as more of a greasy Guido type guy. I remember Intruder (I'm pretty sure it was him) was a brilliant programmer who was able to create his own hardware for the 1541 disk drive. He sent me the hardware to modify my own drive. I think it was for a 15 second diskcopy but I'm no longer sure. To be honest with you, I would ALWAYS trust a 3 minute disk copy over a 15 second copy. It's just too fast if you know what I mean.
![]() 1988 |
In
the August of 1988 I joined Public Enemy who was looking for a programmer. That's
my logo above.
Members: Alien (code, 12/87), Alley Kat (12/87), The Codebreaker (12/87), The
Perplexer (import, 12/87), Mandrake, Wasteland, Blackbeard, Instinct, and Wanderer.
It was quite competetive at times. I remember once being on a Public Enemy phone
conference where Mandrake and others were making amusing jokes about another
group (who were also on the phone). Someone spoke up and asked, "Hey where's
Wanderer??". I replied that I was there, listening, but I wasn't going
to badmouth anybody, even a competiting group. The response from the other side,
"That's cool." Yes it is... I made a lot friends by trying not to
gain an ego and not thinking I was ever better than anyone else. This gained
me respect. I would try to help other people with machine language if possible,
something not all of the programmers cared to do. I never forgot what it was
like being that beginner, the beginniner that had to learn on his own.
Mandrake apparently works for Oracle now.
Note: After Public Enemy, the same members formed a group by the name of A
R C A N A.
|
The
RAMPAR logo above was drawn my myself.
Some members we consisted of included Kid Quick (Dave),
Minotaur (Mike, a programmer/NTSC fixer who we rarely heard from),
Player -1- (programmer) and myself. Rampar was mainly in importing group,
and there weren't a lot of demos released under their name. The name Rampar
came from a bike that Kid Quick owned. Betcha didn't know that :) By this time
I had mastered rasters and smooth scrolling and was beginning to play around
with many ideas. Most of my ideas came when I slept. I'd go to sleep wondering
how I'd accomplish an idea, and my subconcious would take over and I'd wake
up with the answer. Seriously! Dave just disappeared off the face of the Earth
one day and the group fell apart.
Rampar had competition from another USA group called Mayhem. It wasn't always
a pretty picture, with both groups releasing demos pronouncing the other as
inferior. I released a "Stormbringer sucks" demo because he said he
was Canada's Best. It was more a battle of the egos, for some no name to come
out and say such a thing. I believe Stormbringer was a great coder, but he lacked
the style and inagination necessary to make a decent intro. Everything was about
rasters. He was a great NTSC fixer though, something I never was able to do.
Some of my best programming was done under Rampar. I especially liked the intro
with
the running dog (see the intro section). Many times I'd load up my own intros
and demos and just watch them over and over.
There is some confusion as to why I appear on intros for Rampar AND Public Enemy
for the same time in 1988.
Raster bars swooping up and down in the top, a red plasma effect in the top,
the white rasters in the border to each side of the scroll (in green) were split
rasters. The left would light up, then the right, then both, and then they would
flash diagonally.
Kids will be Kids
In my Powerdrive demo, the group MAYHEM fell into the firepit and burned (on
the greetings page with the guy on a bike). Jynx of Mayhem took offence to this
and released "Rampar vs Mayhem" in which a Batman character threw
an object at our logo and cracked it. He went on to say how I used ripped routines
and changed my name from Satan to Wanderer. He asked why I put my old name in
brackets "Wanderer (Satan)" and then went on to answer his own question.
The whole demo is a joke, and a little kid whining. His justification was that
my rasters were crooked and I used 'ripped routines' so I was shamed into the
change. All this over their group falling into a fire pit. Imagine, little old
me having that control over someone that they felt that hurt. Jynx also claimed
Mandrake had to help me straighten out my rasters, but as we all know they were
straight before he came along.
In actual fact, "Wanderer (Satan)" was my way of letting people know
(as I said in Power Drive) that I had changed my name. If I was ashamed of it,
I would not have made mention of the old name, or that I had even changed it.
It goes back to the whole issue of not wanting a cheesy nickname (Satan). People
will believe what they want, that I have no control over. You decide what the
truth is :)
My relataliation demo came below in which a giant mammoth jumped on Stormbringer
(the programmer for Mayhem). Looking back, it's all one large ego joke.
Stormbringer came out of nowhere and made an intro of his own, and at the end
a robot came out and zapped the slogan, and replaced it with, "Stormbringer
- Canada's Best". I thought this was pretty arrogant so I released my own
demo. It wasn't a big deal to me, I'd been around for a long time and continued
to be around after he left the scene and I've demonstrated my programming abilities.
In the demo, he is crushed by a large mammoth creature. He was a good fixer
but lacked imagination for intros.
|
***
You can CLICK the picture to download the intro. ***
The
intro shown above had amazing music, the alien faces would bounce down and knock
the scroll down, and it would bounce back up. The music was especially nice.
Some
members included Asterix, Mantronix, Warez King, Mantronix and Kickback.
I'm not sure how Fantasy folded. I came up with some nice intros for this group.
|
I'm
not sure how I ever got in, but I joined NEC. However I released a demo
under the NEC name without going through proper channels and was booted out
by Horizon (Zsolt). I can't say it bothered me, after all it certainly
didn't hurt to put out a release under their name :) What bothered me were those
who took things for granted or were just morons. There were offers to send me
a modem if I made an intro for someone. The modem was never sent of course.
Phone calls at 2 and 3 in the morning (conference call) from morons in other
groups.
|
Around 1990 I joined a mostly Canadian group, EVIL. We were strictly
a demo group, not importers. Taskmaster (Warren Marshall) ran a BBS as
well as the group. Barbarian was another member. Taskmaster now works
making PC games (eg. Unreal II) for Epic these days. You can find many interviews
with him on the internet. I don't know what the other members are doing.
|
Storm
was towards the end of my programming days. The members (mainly from Ontario,
Canada) included Cybernoid, Flea, The Phantom, Fireball,
Line Noise, Stone Fish, and Sabre. Storm's history shows that
I remained on the scene well after Relentless's release in 1990. I had the C64
equipment laying around and decided foolishly to work on a co-op demo with Bonestripper
of Revenge. The demo was called Copkiller. The demo's idea originated
with me sitting down one evening and drawing a police car picture. One of my
hobbies is trading police vehicle equipment (strobes, flashers). The end result
was a really horrid page, Bonestripper's contribution rivaled my own. I hated
this demo and was glad that not many people saw it. For this reason it is excluded
from this page, although copies are easily found online.
An old webpage
for Storm can be found here.
I also wrote a program called NightWriter. It was one of those text display programs that would allow you to enter text and have it shown as a standalone executable program. It was ideal for notes appended to releases and such. I believe it was titled NightWriter after an actual user named NightWriter. I was paid in US cash to make the program, which was eventually released to the public. You may download it here (Lynx format).
--- DEMOS ---
--- DEMOS ---
--- DEMOS ---
...Assorted
intros can be downloaded in this file - Show
and Tell
I'd like to point out that over time, I think people grew tired of sitting back
and reading scrolls and more scrolls. I know I used to break into the machine
code to read the scroll instead of watching someone's text slowly scroll across.
For this reason (boredom and repetition) I tried to make my demos and intros
INTERACTIVE.Sometimes you could change the music, scroll speed, colours
and screen functions while watching a demo. One intro even went so far as to
allow you to pick up the joystick and turn the music off and on, restart the
scroll, show the credits, or exit the intro.
Santa Claws An old early demo (local release) Released 1987? Trivia : Choppy scrollers, a page that faded your 1541 light in and out. Download it here |
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Holocaust The Survivors FIRST demo - January 8, 1987 Trivia : Choppy scrollers, a page that faded your 1541 light in and out. Download it here |
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Robocop
demo |
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After
Forever Feb. 27, 1988 Released under The Survivors Download it here Trivia: The name came from a Black Sabbath song. Last page has 12 sprites, my first time. |
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Serenity April 7, 1988 Released under The Survivors Download it here Trivia: I believe the name came from seeing the picture in the final screen. |
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Coherent
Light April 26, 1988 Released under The Survivors Download it here Trivia: Boba Fette came up with the name. I couldn't understand what it meant but he thought it was rather neat. |
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Thunder
and Rain August 28, 1988 Released under Public Enemy Download it here Trivia: The name came from my love of stormy weather. |
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PowerDrive December 13, 1988 Released under Rampar (ex The Survivors) Download it here Trivia: The demo name came from a song by the music group Venom. Second page has a guy on a bike that would do a 360 degree turn, you could change the speec of the scroll. Groups would scroll by on the conveyor belt and either scroll along or fall into a fire pit. |
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Powerdrive
II Feb. 9, 1989 Released under Rampar Download it here Trivia: The flags came from Summer Games and featured greetings from the countries you selected. |
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A
New Decade Jan. 1, 1990 Released under Fantasy Download it here Trivia: This demo is self admittedly, pretty simple. Nothing special just scrolls. |
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Wanderful
March 9, 1990 Released under NEC Download it here Trivia: I was booted from the group shortly after releasing this. I tend to make my own rules and releases. There are some very neat routines in here. Some of the parts though, I thought looked crappy but I released them anyways. |
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Summer Rain |
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Puke September 1990 Released under Evil Trivia: I didn't understand why we had such a horrid name. While I was making this demo, my girlfriend's father was dying. It was difficult for me to work on such a demo with such a horrid name (I didn't choose it) knowing a good man was dying. On a lighter note, the second page features a helicopter which lifts the logo into place and the Wanderer logo swings left and right. The little face to the left actually 'pukes'. I laughed when I saw this demo again, it's hilarious. Download it here |
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Incest Unknown (1990?) Released under Evil Download it here Trivia : The name is disturbing but I only chose it because I had some pictures I wanted to use in a demo. The first screen is hazed out because it's an adult nature screen. I don't condone such activity, it's just a title for a demo. The last screen featured a plotter. |
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Brain Dead Unknown (1990?) Released under Evil Download it here Trivia: This is a demo with many many screens, with no apparent rhyme or reason. It's not supposed to make sense. Nice music. |
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Topsy
Turvy Unknown date (1990?) Released under Evil Download it here This was a simple demo and should have been part of a compilation demo of 'screens not up to par to release' |
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Twilight August 12, 1990 Released under Evil Download it here Multiple parts, around this time it was becoming painfully obvious I was falling behind in the new routines being developed. Trivia: I used some music from Jeroen Tel that Tim (The Last Dragon) gave me. He asked that I don't use it, but I ignored him and he called me up to give me shit. |
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Cremation Released under Evil Download it here This includes pages from the groups Lords, Havok and Venom. I wrote the loader page (first picture) and did a 25 by 40 character scroller (second picture). Nothing special, I liked my 25 scrolls better :) |
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--- INTROS --- --- INTROS --- --- INTROS ---
Survivors
Intro - 1988 Download it here Bouncing TS sprites, plenty of rasterbars. |
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Survivors
Intro - 1988 Download it here Bouncing TS (colorbars in letters), wobbily rasterbars throughout |
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Survivors
Intro - 1988 Download it here Rastebars swoop up and down, text scrolls in two grey bars. |
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Survivors
Intro - 1988 Rastebars, rasterbars everywhere. |
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Survivors
Intro Boba Fette wanted the picture of the soldiers from Platoon. I told him I'd see what I could do. The result is a very nice looking intro with bouncing sprite scroller. |
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Survivors
Intro Lots of raster effects, the rasters are crooked. |
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Survivors
Intro Lots going on here. Action in the logo, TS letters flipping around, an upwards scroll (between the blue lines) and 7, yes 7, songs you can choose from. |
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Survivors
Intro By now you can see the trend. Rasters, grey scroll bars, sprites. It's getting boring. |
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Rampar Intro One of my all time favourites. Cool music, a solider walking through the forest and a nice logo swinging back and forth on chains. Oh, and an FLD bouncing scroll in metallic colors. Download it here |
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Rampar Intro Nothing fancy, just some nice rasterbars and sprites flying around. |
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Rampar Intro I loved this intro. It had an FLI bouncing scroll on the bottom, a dog ran across the middle of the screen (see third picture). A commando style soldier walks out from the left and shoots a grenade at an enemy hidden in a foxhole that opens up on the last "A" in Rampar. A snake (bottom of the first "A") lowers his head and moves around. I wanted this to be a "there's a lot to see here" intro. Download it here |
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Rampar Intro The music seems to be a bit scratchy on the emulator, a nice red plasma effect, and lots of raster action. I liked this intro. Click to download intro |
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Public Enemy Intro This Public enemy intro features a logo drawn my myself, smooth rasterbars, an interesting springy Public Enemy effect and an FLD routine on the bottom. The music was excellent! Download it here |
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Rampar Intro This intro had two warriors running on each side of the logo as well as two motorbike characters below. Kid Quick wanted the intro done this way. It's not a bad piece of work. Download this intro |
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Fantasy
Intro Those of you who've seen Future Crew's Fishtro on the PC, may see some similarities in this demo. The only thing is, Fishtro wasn't written yet. My intro features water filling up into the letters "FAN". Taskmaster drew the logo (and from the looks of it didn't spend much time on it) After the water is full, a fish swims back and forth in the letters, while a chained woman in a globe bounces up and down. An innovative feature of the intro is that two scrolls are shown on one line while a flashing box moves back and forth, making each scroll longer or shorter in length. You can see it on the PC with the Emulator. When you press SPACE, the water drains from the letters and the fish safely leaves the lake. Download it here |
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The
landscape scrolled up as the intro began and then scrolled to
the left. The music was depressing sounding. This wasn't anything
special. Download it here |
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Fantasy Intro I loved this intro. A screaming face, a pretty woman and "angry" music. Mmh Mmh. Trivia: The music for this intro was remade and called "Fantasy Intro" because thats where they took the music from. Download it here |
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Aftershock
Take a handful of some of the best programmers on the
C64 from North America and what do you end up with? A co-op demo named
Aftershock. My page is the second last with the "TS" on
the bottom. There is supposedly a second file to this demo but I only
have the first file. |
Links Macbeth/PSW's C64 page (News, demo scene, etc.) |
PC Demos |
Before
you download these demos, I want to make one thing clear. They suck! The
files were written in C++ (not machine language) and they used a seperate
executable file to play the music. The graphics look pretty bad as well.
You will see many screens with ideas ported over from the Commodore 64.
C++ just doesn't cut it though. Making these demos was fun, we did it only
because we had just quit the 64 scene and wanted to see what we could do.
We were inspired by Future Crew.
Just as long as you understand these demos
weren't intended for large scale release, they were just to see what
could be done. I might also add that while the demos are pretty
pathetic, they were both coded in just TWO WEEKS of learning C++. That means
that from the
time I picked up a book on C++ for the first time, until the demos were
finished. If you know anything about C++, you will appreciate the way we
were able to reconstruct some c64 routines. No assembly language is used
for the most part.
The second demo uses what I call the Wanderpacker. The file is one single
executable, with a nice front end screen. The packer unpacks the files, writes
them to disk, executes them and then deletes them when you're done watching
them. They should work under Windows but expect them to be FAST, too fast.
Text is displayed too rapidly. After these two demos were made, we basically
lost interest in pursuing coding.
Genocide (1993)![]() ![]() ![]() ![]() ![]() ![]() ![]() Devil's Dance ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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