I miss hardware tech demos. Anyone else remember those? They were
small programs (usually) designed by OEMs to show-off their latest
I miss hardware tech demos. Anyone else remember those?
Anyone else remember -or have nostalgia- for these things?
Spalls Hurgenson wrote:
I miss hardware tech demos. Anyone else remember those? They were
small programs (usually) designed by OEMs to show-off their latest
Oh no, I didn't like those at all.
But I would sit down with my friend from college at his Amiga and we
would sit and watch software demos together.
I miss hardware tech demos. Anyone else remember those?
I miss hardware tech demos. Anyone else remember those? They were
small programs (usually) designed by OEMs to show-off their latest
tech. "Look at the shiny our new video-card can pump out!" was the
usual thing. They were short, imaginative programs; not really games
but often game-like in appearance. They were free to download and some
of them doubled as benchmarking programs. S3, nvidia, 3DFX; all the
major companies pumped them out. Sometimes even software developers
got into the game; Uningine used to roll out a new one every year, and
even Epic showed off their newest Unreal engine with a tech-demo.
But that trend seems to have passed us by. The last demo of that sort >released by nvidia was back in 2019; the last Uningine was in 2017.
AMD hasn't released one, as faras I can tell, since Vista was a thing.
Epic still shows off its engines capabilities, but more often it
releases these 'demos' in the form of YouTube videos rather than
programs end-users can run.
There are still amateur efforts (and 3DMark still pumps out new
benchmark demos on a fairly regular basis) but I miss the 'official'
demos that hyped you up for the newest hardware.
Anyone else remember -or have nostalgia- for these things?
On Tue, 06 Oct 2026 13:20:18 -0400, Spalls Hurgenson ><[email protected]> wrote:
Anyone else remember -or have nostalgia- for these things?
The only one I remember is the Amiga bouncing ball.
On Wed, 07 Oct 2026 09:29:59 -0400, Mike S. <[email protected]>
wrote:
On Tue, 06 Oct 2026 13:20:18 -0400, Spalls Hurgenson >><[email protected]> wrote:
Anyone else remember -or have nostalgia- for these things?
The only one I remember is the Amiga bouncing ball.
I remember doing the hot air balloon on the Commodore 64.
It took me several hours with the result being a hot air balloon
traversing the screen for a scant few seconds.
On Tue, 6 Oct 2026 11:40:43 -0600, Blaine <[email protected]> said
this thing:
Spalls Hurgenson wrote:
I miss hardware tech demos. Anyone else remember those? They were
small programs (usually) designed by OEMs to show-off their latest
Oh no, I didn't like those at all.
But I would sit down with my friend from college at his Amiga and we
would sit and watch software demos together.
A lot of the people behind the tech demos came from the demo-scene.
Those old demos were terrific too, but the tech-demos had an added
layer of polish. And they were great advertising... not only for the
hardware in question, but for the PC gaming industry in general. "Look
at what games of the future will look like!", they screamed. It made
you excited about the newest video-cards and CPUs.
So many good demos. There was the one for the Voodoo 4 (name
forgotten) which showcased motion-blur; that seemed so impressive back
in the day. Or the "Dargoth Moor Zoological Gardens", showcasing how
the new GPUs could push millions of triangles. "Aquamark 3" featured a
big open world with high-detail models. S3 had a demo for one of its
cards; I no longer have a copy and can't remember much about except it
blew me away at the time. "XLR8" was a sorta-benchmark that had
rockin' music. "X-Isle", which used a prototype "Far Cry" engine.
NVidia's "Ogre", which had an extremely lifelike ogre that made me
believe Hollywood-quality CGI would be on our PCs soon.
I've still dozens of them archive on my file-server. On occassion I'll
even install one or more just to showcase how far we've come,
visually, since the early 2000s. But also because a lot of them are
just fun to watch. There was a lot of artistry and effort put into
these things; far more than they deserved as advertising vehicles.
I've still dozens of them archive on my file-server. On occassion I'll
even install one or more just to showcase how far we've come,
visually, since the early 2000s. But also because a lot of them are
just fun to watch. There was a lot of artistry and effort put into
these things; far more than they deserved as advertising vehicles.
I still watch those school demo scenes from http://pouet.net.
On Fri, 9 Oct 2026 00:29:20 -0000 (UTC), [email protected] (Ant) said
this thing:
I've still dozens of them archive on my file-server. On occassion I'll
even install one or more just to showcase how far we've come,
visually, since the early 2000s. But also because a lot of them are
just fun to watch. There was a lot of artistry and effort put into
these things; far more than they deserved as advertising vehicles.
I still watch those school demo scenes from http://pouet.net.
Classics. I have a good selection included in my ultimate dos game
collection too (many of which I gleaned from pouet too). A lot of the
teams who worked on those demo-scene demos moved into the game
industry, and it's always a delight when you recognize a name (or even
a style!) and can say, "I knew you back when..." ;-)
50 DATA(152, 244, 35, 35, 82, 255, 126, 128, 2, 2, 38, ...
It was *a lot* of typing.
Zaghadka <[email protected]> writes:
50 DATA(152, 244, 35, 35, 82, 255, 126, 128, 2, 2, 38, ...
It was *a lot* of typing.
Was it? There's a 22 line basic version at >https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
Doesn't seem like a lot of typing.
Future Crew's Second Reality is still the best demo!
On Tue, 13 Oct 2026 15:38:23 +0300, Anssi Saari ><[email protected]> wrote:
Zaghadka <[email protected]> writes:
50 DATA(152, 244, 35, 35, 82, 255, 126, 128, 2, 2, 38, ...
It was *a lot* of typing.
Was it? There's a 22 line basic version at >>https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
Doesn't seem like a lot of typing.
Nostalgia moment!
As a very slow 'one finger typer' at the time that made lots of
typo's, it really did take me ages to get it to work.
Zaghadka <[email protected]> writes:
50 DATA(152, 244, 35, 35, 82, 255, 126, 128, 2, 2, 38, ...
It was *a lot* of typing.
Was it? There's a 22 line basic version at >https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
Doesn't seem like a lot of typing.
On Tue, 13 Oct 2026 02:24:10 -0000 (UTC), [email protected] (Ant) said
this thing:
Future Crew's Second Reality is still the best demo!
I mean, if I had to claim a 'favorite' demo, it would probably be
Farbrusch's "fr-041: debris" demo, although obviously visually it's
not a fair comparison; debris came out almost 15 years later. More contemporary was TwilightZone's "Python", because well... Monty
Python! But 2nd Reality was classic too.
Best way to learn typing though. You get a free game at the end. ;-)
I admit, although I typed in a some programs from magazines 'back in
the day', I never found it that rewarding. Too easy to make typos, too difficult to figure out WHAT the error was, and often you'd do all
that work only to find out it depended on a different version of
BASIC. And rarely did the included code explain WHAT all those incomprehensible commands actually did.
And then when you finally did get it running, sure there was some satisfaction at having accomplished that, but often the game was
pretty shit. ;-)
On Tue, 13 Oct 2026 15:38:23 +0300, in comp.sys.ibm.pc.games.action,
Anssi Saari wrote:
Was it? There's a 22 line basic version at >>https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
Doesn't seem like a lot of typing.
Oh, I thought it was some horrible BYTE magazine shit where the whole
thing was written in ASM and you were basically POKEing a bunch of
machine code into an address range through DATA statements and then SYS
32768 (zero address, second 32k bank). That's a thing. Honest to Jesus.
I admit, although I typed in a some programs from magazines 'back in
the day', I never found it that rewarding. Too easy to make typos, too >difficult to figure out WHAT the error was, and often you'd do all
that work only to find out it depended on a different version of
BASIC. And rarely did the included code explain WHAT all those >incomprehensible commands actually did.
And then when you finally did get it running, sure there was some >satisfaction at having accomplished that, but often the game was
pretty shit. ;-)
Spalls Hurgenson <[email protected]> wrote:
On Tue, 13 Oct 2026 02:24:10 -0000 (UTC), [email protected] (Ant) said
this thing:
Future Crew's Second Reality is still the best demo!
I mean, if I had to claim a 'favorite' demo, it would probably be
Farbrusch's "fr-041: debris" demo, although obviously visually it's
not a fair comparison; debris came out almost 15 years later. More
contemporary was TwilightZone's "Python", because well... Monty
Python! But 2nd Reality was classic too.
I like that demo too. I can't find https://www.pouet.net/search.php?what=TwilightZone+Python&type=prod.
On Wed, 14 Oct 2026 15:30:21 -0400, Spalls Hurgenson ><[email protected]> wrote:
I admit, although I typed in a some programs from magazines 'back in
the day', I never found it that rewarding. Too easy to make typos, too >>difficult to figure out WHAT the error was, and often you'd do all
that work only to find out it depended on a different version of
BASIC. And rarely did the included code explain WHAT all those >>incomprehensible commands actually did.
And then when you finally did get it running, sure there was some >>satisfaction at having accomplished that, but often the game was
pretty shit. ;-)
I typed a bunch of games in from magazines back in the day. I am sure
I spent more time typing them in then actually playing them. Like you
said, they were mostly just shit.
Zaghadka <[email protected]> writes:
On Tue, 13 Oct 2026 15:38:23 +0300, in comp.sys.ibm.pc.games.action,
Anssi Saari wrote:
Was it? There's a 22 line basic version at
https://odensskjegg.home.blog/2018/12/29/recreating-the-commodore-64-user-guide-code-samples-in-cc65-part-three-sprites/
Doesn't seem like a lot of typing.
Oh, I thought it was some horrible BYTE magazine shit where the whole
thing was written in ASM and you were basically POKEing a bunch of
machine code into an address range through DATA statements and then SYS
32768 (zero address, second 32k bank). That's a thing. Honest to Jesus.
Yes, that program only has a few data lines to define a sprite and then
it moves one of those sprites around the screen. Or was it three
sprites? Many variants exist for sure, that was in the C64 user guide so probably millions of people have seen the listing and the program in operation.
I have a vague memory some magazines even split the bigger games to
multiple issues. Imagine waiting for a month for the second part of some
game and then it doesn't work because you already screwed up the first
part?
Spalls Hurgenson <[email protected]> writes:
Best way to learn typing though. You get a free game at the end. ;-)
I admit, although I typed in a some programs from magazines 'back in
the day', I never found it that rewarding. Too easy to make typos, too
difficult to figure out WHAT the error was, and often you'd do all
that work only to find out it depended on a different version of
BASIC. And rarely did the included code explain WHAT all those
incomprehensible commands actually did.
Not to mention the baffling basic input in Commodores. Type in a " and suddenly cursor keys and some others just insert mystery control
characters. That was so confusing in the beginning. Let alone those
control characters weren't that readable in a printed listing so they replaced with something and then you had instructions how to insert them correctly. I wonder how many people already gave up at that point.
And it took surprisingly long for any kind of helpers to appear for
typing in the listings. Well, other than a modem and a BBS where you
could download what someone else had already typed...
I remember here in Finland one computer mag at least started publishing
these "basic" listings with a checksum for each line and there was a
little resident program which showed the checksum of the line you just
typed when you hit enter. So you could see whether you got it right or
not. I think the checksum was a single hex byte and even included in the basic line.
It wasn't just for Commodores either but I can't remember what all
systems were supported. But it was pretty late in the game and I think
used it on one time only. I think it was for a Uridium-type game, a horizontally scrolling shooter, called Minidium :) Wasn't much of a game
what with the size limitations in a magazine but it had the basics and
it came with an article describing how it was programmed.
Could also be I thought what a great idea this checksumming thing was,
tried it once, was disappointed with some program I typed in and forgot
all about it :)
And then when you finally did get it running, sure there was some
satisfaction at having accomplished that, but often the game was
pretty shit. ;-)
Oh yes. I remember there was one shortish game from a basic listing that
was actually fun for a while but that was it. Some kind of a super
simple maze thing, get to the treasure in the center, avoid the bad guy
sort of thing.
On Wed, 14 Oct 2026 23:22:50 -0000 (UTC), [email protected] (Ant) said
this thing:
Spalls Hurgenson <[email protected]> wrote:
On Tue, 13 Oct 2026 02:24:10 -0000 (UTC), [email protected] (Ant) said
this thing:
Future Crew's Second Reality is still the best demo!
I mean, if I had to claim a 'favorite' demo, it would probably be
Farbrusch's "fr-041: debris" demo, although obviously visually it's
not a fair comparison; debris came out almost 15 years later. More
contemporary was TwilightZone's "Python", because well... Monty
Python! But 2nd Reality was classic too.
I like that demo too. I can't find https://www.pouet.net/search.php?what=TwilightZone+Python&type=prod.
It's here:
https://www.pouet.net/prod.php?which=4071
Also, a video of it in action:
https://www.youtube.com/watch?v=wCFuwfQPfto
Watching it again --for the first time in a loooooong time-- I realize
it's not quite as good as I remember. I mean, it's got lots of Monty
Python quotes used in fun ways and the tune is catchy... but beyond
that it's not quite as impressive as I remember (although back in 1990
that animation was quite good). And there are certain... questionable character choices that don't play as well thirty years later. ;-)
On recollection, it was less that they were awful than that they were
older games I'd already seen and played before. Spending five hours to
type out BASIC code only to end up with a very basic game of Hangman
wasn't worth the effort.
I once programmed a video game from a magazine in machine language. I
think I could have enjoyed it, but between the long, careful entry and >making sure not to get any numbers wrong, my father's distaste for video >games and generally snubbing the final product with one look, and the
lack of violence, I guess, I played it for less than ten minutes.
Spalls Hurgenson <[email protected]> wrote:
It's here:
https://www.pouet.net/prod.php?which=4071
Thanks. I never saw this one. I never got into MP series. Eh,
it wasn't a good demo. Is it even a demo? :P
On Thu, 15 Oct 2026 12:01:05 -0600, Blaine <[email protected]>
wrote:
I once programmed a video game from a magazine in machine language. I
think I could have enjoyed it, but between the long, careful entry and
making sure not to get any numbers wrong, my father's distaste for video
games and generally snubbing the final product with one look, and the
lack of violence, I guess, I played it for less than ten minutes.
You triggered another memory for me. If I am not mistaken, I too have
typed in programs from magazines that were in ML. It was tedious.
On 10/16/2026 7:23 AM, Mike S. wrote:
On Thu, 15 Oct 2026 12:01:05 -0600, Blaine <[email protected]>
wrote:
I once programmed a video game from a magazine in machine language. I
think I could have enjoyed it, but between the long, careful entry and
making sure not to get any numbers wrong, my father's distaste for video >>> games and generally snubbing the final product with one look, and the
lack of violence, I guess, I played it for less than ten minutes.
You triggered another memory for me. If I am not mistaken, I too have
typed in programs from magazines that were in ML. It was tedious.
I think I typed something in once from a magazine in basic, but it
wasn't as good as even a game 15 years older.
On Thu, 15 Oct 2026 10:57:40 -0400, Spalls Hurgenson ><[email protected]> wrote:
On recollection, it was less that they were awful than that they were
older games I'd already seen and played before. Spending five hours to
type out BASIC code only to end up with a very basic game of Hangman
wasn't worth the effort.
My most vivid memory was typing in a text adventure game from a
magazine. It took forever to type it all in. The code was many pages
long. I didn't play it for very long though. I am not sure why I
bothered other then I was young with plenty of free time on my hands.
Spalls Hurgenson <[email protected]> wrote:
On Fri, 9 Oct 2026 00:29:20 -0000 (UTC), [email protected] (Ant) said
this thing:
I've still dozens of them archive on my file-server. On occassion I'll >> even install one or more just to showcase how far we've come,
visually, since the early 2000s. But also because a lot of them are
just fun to watch. There was a lot of artistry and effort put into
these things; far more than they deserved as advertising vehicles.
I still watch those school demo scenes from http://pouet.net weekly.
Classics. I have a good selection included in my ultimate dos game collection too (many of which I gleaned from pouet too). A lot of the
teams who worked on those demo-scene demos moved into the game
industry, and it's always a delight when you recognize a name (or even
a style!) and can say, "I knew you back when..." ;-)
Future Crew's Second Reality is still the best demo!
Future Crew's Second Reality is still the best demo! >https://www.pouet.net/topic.php?which=13100 for the web version!
Modern viewers might be hard-pressed to understand why these demos
were so remarkable. I mean, artistically they still hold up and I
think are (mostly) fun viewing but in 1993 they were also incredibly impressive from a technological viewpoint. Shadows, translucency,
morphing polygons, (pseudo-) physics; this was cutting edge stuff. It
wasn't so much that these demos were the first to use or create the technology, but getting it all running so smoothly on a 486 was really impressive. Even just smooth-scrolling a whole screenful of bitmap was
a major challenge for PCs of that era (case in point: whenever you
moved a window in Windows 3.1, it blanked out the Windows contents
because the hardware couldn't render it). Even showing more than 256
colors was a feat!
Second Reality's 3D city was particularly impressive. So many
polygons!
These days I mostly just watch 'em for the tunez and neat artwork, but
back in the day these demos were jaw-dropping.
I remember watching it on my brand new custom built 486 DX2/66 PC
("December 1993: New Custom Tower PC -- Intel 486 DX2/66 MHz, 8 MB of >Memory, 15" OptiQuest monitor, Creative Labs Sound Blaster 16 (MultiCD;
also got a separate Creative Wave Blaster II/2 to add on for it later on >[unknown date] to improve MIDI music], 2x CD-ROM drive, Diamond
SpeedStar Pro (VLB), 3-buttons Genius CLIXes mouse, a Conner Peripherals
IDE 340 MB HDD, etc. Ran Microsoft DOS v6.x and Windows v3.1." >--https://zimage.com/~ant/antfarm/about/toys.html )! The new games, like >classic DOOM, Mortal Kombat 1, etc. were amazing! And Dune 2 was too fast. Haha.
The sound tracks were amazing. I still listen to them once in a while!
The sound tracks were amazing. I still listen to them once in a while!
A lot of the soundtracks are available as stand-alone tracker modules
on pouet. In fact, I first encountered a lot of the tunes as
MOD/S3M/etc. files long before I saw them used in the demos. There was
always this weird bit of surprise recognition when I played a demo and
it used a tune I was familiar with. "Oh, so /that's/ where it comes
from!" ;-)
Spalls Hurgenson <[email protected]> wrote:
...
The sound tracks were amazing. I still listen to them once in a while!
A lot of the soundtracks are available as stand-alone tracker modules
on pouet. In fact, I first encountered a lot of the tunes as
MOD/S3M/etc. files long before I saw them used in the demos. There was
always this weird bit of surprise recognition when I played a demo and
it used a tune I was familiar with. "Oh, so /that's/ where it comes
from!" ;-)
Haha, like which ones? I still keep and listen to my favorite
collection: https://zimage.com/~ant/antfarm/files/music/music.html (MIDI too).
On Mon, 19 Oct 2026 01:13:30 -0000 (UTC), [email protected] (Ant) said
this thing:
Spalls Hurgenson <[email protected]> wrote:
...
The sound tracks were amazing. I still listen to them once in a while!
A lot of the soundtracks are available as stand-alone tracker modules
on pouet. In fact, I first encountered a lot of the tunes as
MOD/S3M/etc. files long before I saw them used in the demos. There was
always this weird bit of surprise recognition when I played a demo and
it used a tune I was familiar with. "Oh, so /that's/ where it comes
from!" ;-)
Haha, like which ones? I still keep and listen to my favorite
collection: https://zimage.com/~ant/antfarm/files/music/music.html (MIDI too).
I don't have as neat an answer.
I've a collection of tracker music that I still occasionally add to
(usually after somebody reminds me that pouet or the modarchive still
exist and I end up browsing the archive for new tunes). You'll find a
number of songs by all the expected musicians from that era:
Lizardking, PurpleMotion, Necromancer,
Jespser Kyd, Skaven and more, but also one-hit-wonders (and a bunch of
files that lack any embedded info files so I only know them by their filenames. I've a song just called "short.mod"; god knows who it's by)
Every now and again I fire up the modtracker and listen to a bunch of
them at random. Some I still love; others I listen too more out of
nostalgia than any real appreciation.
But overall my collection of tracker music is as eclectic as
everything else I own.
Spalls Hurgenson <[email protected]> wrote:
On Mon, 19 Oct 2026 01:13:30 -0000 (UTC), [email protected] (Ant) said
this thing:
Spalls Hurgenson <[email protected]> wrote:
...
The sound tracks were amazing. I still listen to them once in a while! >> >A lot of the soundtracks are available as stand-alone tracker modules
on pouet. In fact, I first encountered a lot of the tunes as
MOD/S3M/etc. files long before I saw them used in the demos. There was
always this weird bit of surprise recognition when I played a demo and
it used a tune I was familiar with. "Oh, so /that's/ where it comes
from!" ;-)
Haha, like which ones? I still keep and listen to my favorite
collection: https://zimage.com/~ant/antfarm/files/music/music.html (MIDI too).
I don't have as neat an answer.
I've a collection of tracker music that I still occasionally add to
(usually after somebody reminds me that pouet or the modarchive still
exist and I end up browsing the archive for new tunes). You'll find a
number of songs by all the expected musicians from that era:
Lizardking, PurpleMotion, Necromancer,
Jespser Kyd, Skaven and more, but also one-hit-wonders (and a bunch of
files that lack any embedded info files so I only know them by their
filenames. I've a song just called "short.mod"; god knows who it's by)
Every now and again I fire up the modtracker and listen to a bunch of
them at random. Some I still love; others I listen too more out of
nostalgia than any real appreciation.
But overall my collection of tracker music is as eclectic as
everything else I own.
I use ModPlug Player for Windows, WACUP for Windows, VLC for all OSes, and iOS' Modizer.
I miss hardware tech demos. Anyone else remember those?
I better remember the videos.
The first one that I watched that captured my imagination was 'Toy
Shop' by ATi.
https://www.youtube.com/watch?v=LtxvpS5AYHQ
Mr Rob <[email protected]> wrote:
I miss hardware tech demos. Anyone else remember those?
I better remember the videos.
The first one that I watched that captured my imagination was 'Toy
Shop' by ATi.
https://www.youtube.com/watch?v=LtxvpS5AYHQ
Mine was https://www.youtube.com/watch?v=pgbHR290RW8, but after I got an
ATI Radeon video card. ;)
On Tue, 06 Oct 2026 13:20:18 -0400, Spalls Hurgenson ><[email protected]> wrote:
I miss hardware tech demos. Anyone else remember those?
I better remember the videos.
The first one that I watched that captured my imagination was 'Toy
Shop' by ATi.
https://www.youtube.com/watch?v=LtxvpS5AYHQ
It convinced me to buy a Radeon X1800XL card. Not that I ever saw
anything like those levels of lovely graphics in any game that I
played during that era.
I remember being disappointed by how much the card struggled with
F.E.A.R. and Quake 4.
It was probably at least in part due to rubbish drivers and my CPU,
which back then was probably still a Pentium 4 HT630. The X1800XT on
the other hand seemed to run those games well enough. I just couldn't
afford it until a couple of years later.
I've a collection of tracker music that I still occasionally add to
(usually after somebody reminds me that pouet or the modarchive still
exist and I end up browsing the archive for new tunes). You'll find a
number of songs by all the expected musicians from that era:
Lizardking, PurpleMotion, Necromancer,
Jespser Kyd, Skaven and more, but also one-hit-wonders (and a bunch of
files that lack any embedded info files so I only know them by their
filenames. I've a song just called "short.mod"; god knows who it's by)
Every now and again I fire up the modtracker and listen to a bunch of
them at random. Some I still love; others I listen too more out of
nostalgia than any real appreciation.
But overall my collection of tracker music is as eclectic as
everything else I own.
I use ModPlug Player for Windows, WACUP for Windows, VLC for all OSes, and iOS' Modizer.
ModPlug player on windows for me. My linux machines are work-only,
(usually ;-), and I don't think I've ever played tracker files on
them. For iOS, I just rip the music to MP3 (I think I used WinAmp to
do that, which gives you an idea of how long ago it was) and use the
IOS internal music player.
For the longest time I was a devotee of MOD4Win but it lacked support
for too many modern tracker files and anyway I doubt it runs on modern Windows anyway (I started using it on Windows 3.1!). ModPlug Tracker
works well enough anyway (IIRC, it started as a Netscape plug-in)
On Wed, 21 Oct 2026 20:35:01 -0000 (UTC), [email protected] (Ant) said
this thing:
Mr Rob <[email protected]> wrote:
I miss hardware tech demos. Anyone else remember those?
I better remember the videos.
The first one that I watched that captured my imagination was 'Toy
Shop' by ATi.
https://www.youtube.com/watch?v=LtxvpS5AYHQ
Mine was https://www.youtube.com/watch?v=pgbHR290RW8, but after I got an >ATI Radeon video card. ;)
<video is of ants crawling endlessly around a moebius strip>
Of course it is.
You know, I'm starting to get the impression you like ants. ;-)
Spalls Hurgenson wrote:
I miss hardware tech demos. Anyone else remember those? They were
small programs (usually) designed by OEMs to show-off their latest
Oh no, I didn't like those at all.
But I would sit down with my friend from college at his Amiga and we
would sit and watch software demos together.
Bring back Ruby !
rms
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| Calls today: | 1 |
| Files: | 186,498 |
| D/L today: |
5,394 files (1,453M bytes) |
| Messages: | 2,552,635 |
| Posted today: | 1 |