• I miss hardware tech demos

    From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Tue Oct 6 13:20:18 2026
    From Newsgroup: comp.sys.ibm.pc.games.action



    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?

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  • From Blaine@[email protected] to comp.sys.ibm.pc.games.action on Tue Oct 6 11:40:43 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    Do you want a friendship with chaos?
    Wanna party with Perses?
    Consequences mean nothing to me
    Morning is your problem, I don't stick around
    The damage is done, it’s all you from here
    And don’t come a looking 'cause I simply do not care
    Like you’d even find me
    Well, maybe after a few pints
    And I only make an appearance when the time is right
    You see, I'm all about the here and now
    Live in the moment and all that, carpe diem
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  • From Mr Rob@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 7 10:01:28 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    Rob
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  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 7 09:29:59 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
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  • From rms@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 7 08:21:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Bring back Ruby !

    rms
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 7 11:47:03 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.




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  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 7 18:57:55 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 06 Oct 2026 13:20:18 -0400, Spalls Hurgenson <[email protected]> wrote:

    I miss hardware tech demos. Anyone else remember those?

    Yep, completely useless wastes of time, marketed toward the gullible.

    Their proposition was "hey, look how close we can get to making it
    remind some of film quality from a 1970's consumer camera" while
    teasing the onlookers imagination into believing his actual gameplay
    might look that way if he bought the hardware or software or whatever
    it was they were selling.

    Problem is rendered 3D video is one thing and actual gameplay is
    another.
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  • From Zaghadka@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 7 19:00:48 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 06 Oct 2026 13:20:18 -0400, in comp.sys.ibm.pc.games.action,
    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
    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?

    Meh. They always used proprietary card capabilities that were never going
    to be leveraged in a game. That's because it wasn't in the D3D HAL or an
    OpenGL ICD. Especially for Radeon cards. The Radeon x800 series cards had
    SM 2b. We never saw it almost anywhere. DX9 and SM 3 was when PPS
    happened. Those demos had hard coded drivers in them. They were software
    white lies.

    For actual games at the time, the only people who ever got away with
    using proprietary stuff like that was Nvidia. I'm thinking of MDK 2 and
    Giants off the top of my head. I think MDK 2 used a custom driver to
    access Nvidia's Hardware T&L. Today, MDK 2 has no hardware T&L. Giants
    had Nvidia bump-mapping, but eventually drivers caught up, so Giants
    still has bump-mapping. However, on contemporary Nvidia cards, the
    proprietary bump mapping LOOKED A LOT BETTER. It really was "The Way It's
    Meant to be Played."

    So there wasn't a point in the first place. The releases were probably
    for driver writers and devs, and why not give a taste to the public? But
    the graphics were lackluster and unimaginative. They were meant to
    impress young men (if you catch my drift). For the consumer, the demos
    were always advertising more than you would ever get.

    [That said, Supersonic Sled was killer. Only demo I really liked.
    https://www.nvidia.com/en-us/geforce/community/demos/#/demos/2117
    Looks like the last demo released was for the 20xx RTX cards]

    Now we have Vulkan and a feature complete D3D that allows for bare metal access. There's no more need for these. Just run an actual game demo, or
    watch Twitch if you want to see it on a 5090.

    Their time is past. I will say again, Meh.
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
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  • From Mr Rob@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 8 07:55:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    Rob
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Zaghadka@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 8 17:23:58 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 08 Oct 2026 07:55:38 +0100, in comp.sys.ibm.pc.games.action, Mr
    Rob wrote:

    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.

    50 DATA(152, 244, 35, 35, 82, 255, 126, 128, 2, 2, 38, ...

    It was *a lot* of typing.
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Fri Oct 9 00:29:20 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> wrote:
    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 still watch those school demo scenes from http://pouet.net.
    --
    "'I, even I, am the Lord, and apart from me there is no savior. I have revealed and saved and proclaimed--I, and not some foreign god among you. You are my witnesses,' declares the Lord, 'that I am God.'" --Isaiah 43:11-12
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sat Oct 10 19:04:28 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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..." ;-)


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  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Tue Oct 13 02:24:10 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.

    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!
    --
    "Trust in the LORD with all your heart and lean not on your own understanding; in all your ways acknowledge him, and he will make your paths straight." --Proverbs 3:5-6. Columbus & Indigenous Peoples' Days!
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Tue Oct 13 15:38:23 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
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  • From Mr Rob@[email protected] to comp.sys.ibm.pc.games.action on Tue Oct 13 19:29:35 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    Rob
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 14 15:26:26 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.


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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 14 15:30:21 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 13 Oct 2026 19:29:35 +0100, Mr Rob
    <[email protected]> said this thing:

    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.

    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. ;-)

    It was only much later did I start really seeing some of the appeal of programming.
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  • From Zaghadka@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 14 17:32:46 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 13 Oct 2026 15:38:23 +0300, in comp.sys.ibm.pc.games.action,
    Anssi Saari 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.

    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.

    40 A=32768
    50 FOR I = 1 to 26000
    55 READ D
    60 POKE A,D
    70 A=A+1
    80 NEXT
    90 SYS32768
    100 DATA 26000 damned numbers in multiple data lines that spanned pages

    Sure it's in BASIC. People went blind doing this.

    Now that I think about it, I think the balloon was the first thing my Dad
    and I did with the new computer. It wasn't that bad after all.
    --
    Zag

    Give me the liberty to know, to think, to believe,
    and to utter freely according to conscience, above
    all other liberties. ~John Milton
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Wed Oct 14 23:22:50 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    "Do not conform any longer to the pattern of this world, but be transformed by the renewing of your mind. Then you will be able to test and approve what God's will is ? his good, pleasing, and perfect will." --Romans 12:2. Hard! Slammy Tues. :(
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 16:33:46 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.

    Another one was a Reversi type of board game but that was actually from
    a disk magazine. I liked that one since it played Reversi even worse
    than I did at the time :)
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Anssi Saari@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 16:34:25 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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?
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 09:47:42 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 10:49:32 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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. ;-)




    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 10:57:40 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 15 Oct 2026 09:47:42 -0400, Mike S. <[email protected]> said
    this thing:

    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.

    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.

    It might have been at the very start of the hobby, though, when
    commercial software was much less common. But by the time I started
    getting into computers, all the magazine-games were dated compared to
    the stuff you could buy.

    If, as I said, the code had been commented so I could learn what it
    was doing, I might have appreciated it more... but all the stuff I
    found was black-box code. Heck, some programs weren't even identified
    beyond basic genre ("type this in to get a free game!" with no idea
    what sort of game it was).

    So instead I quickly turned to using the universal cheat code
    --money!-- to acquire my games rather than depending on those
    magazines. But I wasn't really 'into' computers in that era anyway.






    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Blaine@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 12:01:05 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Anssi Saari wrote:
    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?

    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.
    --
    Can you strip away so we may start again?
    "There’s a switch and they don't
    seem authentic or themselves. It
    feels like I’m an unnecessary
    body and it’s a waste of time to
    even be there." -- Grim, playful Blaine.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Blaine@[email protected] to comp.sys.ibm.pc.games.action on Thu Oct 15 12:06:10 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Anssi Saari wrote:
    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.

    Yes, BASIC listings were entirely different for me. My father would go
    over them quickly & make any notes in the code where differences of
    porting occurred, and then it was up to me to type in the game. We
    probably did this as many as ten times. Those were good games. Not out
    of a magazine, but a thicker book from the bookstore or other store.
    --
    Can you strip away so we may start again?
    "There’s a switch and they don't
    seem authentic or themselves. It
    feels like I’m an unnecessary
    body and it’s a waste of time to
    even be there." -- Grim, playful Blaine.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Thu Oct 15 23:11:04 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> wrote:
    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. ;-)

    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
    --
    "How great you are, O Sovereign LORD! There is no one like you, and there is no God but you, as we have heard with our own ears." --2 Samuel 7:22. Slammy, spammy, crazy Thursday!
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Oct 16 10:19:14 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Mike S.@[email protected] to comp.sys.ibm.pc.games.action on Fri Oct 16 10:23:04 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Fri Oct 16 11:49:58 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Thu, 15 Oct 2026 23:11:04 -0000 (UTC), [email protected] (Ant) said
    this thing:
    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


    It's definitely a demo. Demoscene demos were designed to show off not
    only programming and technical skill, but also the artistry and
    musical talents of the production team. "Halibut" may not be too
    impressive in the former (although the animation was, as mentioned,
    pretty good for its time) but there's definitely some creativity
    involved.


    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Justisaur@[email protected] to comp.sys.ibm.pc.games.action on Fri Oct 16 14:25:44 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Blaine@[email protected] to comp.sys.ibm.pc.games.action on Fri Oct 16 17:11:04 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur wrote:
    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.

    I know I put in a card game or two that I played frequently.
    --
    Can you strip away so we may start again?
    "There’s a switch and they don't
    seem authentic or themselves. It
    feels like I’m an unnecessary
    body and it’s a waste of time to
    even be there." -- Grim, playful Blaine.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Rin Stowleigh@[email protected] to comp.sys.ibm.pc.games.action on Fri Oct 16 20:26:47 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 16 Oct 2026 10:19:14 -0400, Mike S. <[email protected]>
    wrote:

    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.

    For me, the fun in that was the coding part and not the playing.
    Intentionally deviating from the published code to experiment,
    improvise, understand how things worked and make it all my own.
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.demos on Sat Oct 17 06:34:33 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Ant <[email protected]> wrote:
    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!

    https://www.pouet.net/topic.php?which=13100 for the web version!
    --
    "The Lord confides in those who fear him; he makes his covenant known to them. My eyes are ever on the Lord, for only he will release my feet from the snare." --Psalm 25:14-15. No more pain & illness pls.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sat Oct 17 10:54:04 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sat, 17 Oct 2026 06:34:33 -0000 (UTC), [email protected] (Ant) said
    this thing:


    Future Crew's Second Reality is still the best demo! >https://www.pouet.net/topic.php?which=13100 for the web version!


    Neat, although the actual site hosting the web-versions is: https://treylorswift.github.io/demoscene-recomp/web/

    There are four recompiled demos on that site, including Second
    Reality.


    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.

    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action,comp.sys.ibm.pc.demos on Sun Oct 18 04:49:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> wrote:
    ...
    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!

    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.


    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.

    The sound tracks were amazing. I still listen to them once in a while!
    --
    "The Lord confides in those who fear him; he makes his covenant known to them. My eyes are ever on the Lord, for only he will release my feet from the snare." --Psalm 25:14-15. No more pain & illness pls.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
    --- Synchronet 3.22a-Linux NewsLink 1.2
  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Sun Oct 18 12:46:46 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 18 Oct 2026 04:49:38 -0000 (UTC), [email protected] (Ant) said
    this thing:

    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.


    Ooh, Sexy machine. I can't remember what I was rocking back in 1996.
    It was either still the 486 or the Pentium. Either way, it definitely
    had the Gravis Ultrasound in it, which really helped with demos. A lot
    of demoscene developers depended on the GUS to handle the
    sound-processing, thus freeing up valuable CPU cycles for everything
    else.

    It's another of those things that is hard for modern gamers to
    imagine: that once-upon-a-time stuff like stereo sound, fading,
    panning and digital playback put such a load on CPUs that you needed
    to offload to a subprocessor. Even playing back multiple simultaneous voices/sound effects was challenging.

    Modern computers are so stupidly over-powered that we forget how
    difficult it was to get older machines to do stuff we consider basic necessities today.


    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!" ;-)


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  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Mon Oct 19 01:13:30 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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). --
    "Wait for the LORD; be strong and take heart and wait for the LORD." --Psalm 27:14. Waiting sucks. Slammy cloudy Caturday. Cleaning, dumping, buying, urgently fixing hurting teeth (still are!), etc. :(
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Mon Oct 19 18:50:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.

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  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Tue Oct 20 01:38:50 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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.
    --
    "Delight yourself in the LORD and he will give you the desires of your heart." --Psalm 37:4. Decent Sun w. colony, back 2 church, lunch, etc., but hurting teeth, etc.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Tue Oct 20 21:26:38 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 20 Oct 2026 01:38:50 -0000 (UTC), [email protected] (Ant) said
    this thing:

    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.

    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)



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  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Wed Oct 21 20:35:01 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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. ;)
    --
    "'I, even I, am the Lord, and apart from me there is no savior. I have revealed and saved and proclaimed--I, and not some foreign god among you. You are my witnesses,' declares the Lord, 'that I am God.'" --Isaiah 43:11-12
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 21 21:10:29 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    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. ;-)


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  • From Spalls Hurgenson@[email protected] to comp.sys.ibm.pc.games.action on Wed Oct 21 21:10:29 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 07 Oct 2026 10:01:28 +0100, Mr Rob
    <[email protected]> said this thing:

    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


    That one reminds me of the Unreal Engine 3 demo "Samaritan" https://www.youtube.com/watch?v=XgS67BwPfFY
    at least as in both feature a rainy street. ;-)

    I always preferred running live demos over videos, because you never
    were quite sure how much of this was being done 'in-engine' and how
    much was manipulated bullshot.

    Although apparently Toyshop was available as an app: https://soggi.org/video-cards/tech-demos.htm
    (haven't tried it, but I'm tempted... assuming it will even run on a
    non-ATI card)

    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.


    It was always 'fun' to buy the latest and greatest video card only to
    find out you purchased the wrong version by a single letter (e.g.,
    x1800XL vs x1800XT ;-)



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  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Thu Oct 22 01:52:36 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> wrote:
    ...
    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.

    Bah, get Modizer (https://www.pouet.net/topic.php?which=13048&page=1
    says Modizer is being replaced by Revamp?) and VLC. ;)


    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)

    I don't remember MOD4Win.
    --
    "I desire to do your will, O my God; your law is within my heart." --Psalm 40:8. Incoming rain!
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From ant@[email protected] (Ant) to comp.sys.ibm.pc.games.action on Thu Oct 22 02:00:15 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <[email protected]> wrote:
    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. ;-)

    Finally! ;-)
    --
    "I desire to do your will, O my God; your law is within my heart." --Psalm 40:8. Incoming rain!
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )
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  • From candycanearter07@[email protected] to comp.sys.ibm.pc.games.action on Mon Oct 26 13:52:19 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Blaine <[email protected]> wrote at 17:40 this Tuesday (GMT):
    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.


    that sounds really sweet
    --
    user <candycane> is generated from /dev/urandom
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  • From candycanearter07@[email protected] to comp.sys.ibm.pc.games.action on Mon Oct 26 13:52:20 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    rms <[email protected]> wrote at 14:21 this Wednesday (GMT):
    Bring back Ruby !

    rms


    the programming language?
    --
    user <candycane> is generated from /dev/urandom
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