1
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So it continues, but where did it start?

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Independent artists, sportsmen outside the law...

3
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The colorful culture of the city has become
a platform for a variety of forms of self-expression.

4
00:02:58,640 --> 00:03:06,600
A human thought, visuals, beats and melodies, the sculpting of scents 
and materials to unique shapes can all express a human emotion.

5
00:03:06,600 --> 00:03:11,480
But what happens if someone chooses 
to express themselves through numbers?

6
00:03:18,600 --> 00:03:21,800
In the 1980�s, something changed the world forever.

7
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Computer technology, mostly due to the appearance 
of affordable Commodore 64�s, entered households worldwide,

8
00:03:27,800 --> 00:03:31,640
providing the opportunity for everyone to create digital art.

9
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But existing art forms weren�t the only ones
to be re-implemented on these computers;

10
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brand new forms of art also appeared,
ones thought to be impossible up to that point.

11
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Computers provided an opportunity for the
creator to produce visuals and sound effects

12
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and combine them to create the ultimate audiovisual experience,

13
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by using only the language of mathematics and
writing program code, without physical interaction.

14
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As a result of such techniques, demos were born,
and with them, the demoscene subculture.

15
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A demo can best be understood as a spectacular
animated music video which is usually a few minutes long.

16
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And yet it�s something entirely different from a traditional video.

17
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- So it�s not a video or an audio file.

18
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- No, it�s an executable program.
- Yes, it�s software.

19
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- Yes, it�s software like like a computer game.

20
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People who play video games may 
be familiar with the term 'demo'.

21
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This software, however, should not be confused
with the artworks demosceners call 'demos'.

22
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- Game demos are promotional copies of the game 
that have, for example, two levels out of two hundred.

23
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- A demo in the demoscene is an artwork
that has nothing to do with game demos.

24
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They do have one thing in common though:
Demos are made using the same techniques as video games,

25
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the same skills are needed to create them,
and they both end up as executable programs.

26
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Of course, there are many differences along the way.

27
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- If you�re making a game professionally, or if you�re
making a game even for, even for you and your friends,

28
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- there is a set thing that you have to follow.
With the demoscene, you can pretty much break all that.

29
00:05:35,120 --> 00:05:39,760
Sir Garbagetruck. American coder, organizer, 
who has moved to Europe.

30
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Has a self-admitted problem with finishing demos.

31
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- You can either do abstract, you can have a plan.
There are so many different things,

32
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- and the creativity involved and just being able,
the freedom involved to doing whatever the heck you want to.

33
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- You can encounter problems in the scene
that ignite your programming creativity,

34
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- to find out how to do something 
more simple, smaller, more efficiently.

35
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- The point of a demo is to create an music-video-like experience 
using visuals and audio that you can really enjoy watching.

36
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- Some friends sit down - coders, designers, graphicians, 
musicians - and they decide to do something spectacular,

37
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- or not spectacular but fun to do.
And then they decide to show it to others too.

38
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- That�s the concept, a gratifying hobby you can enjoy.

39
00:06:42,640 --> 00:06:48,880
- Most people haven�t studied this. In fact,
I don�t think anyone has studied this,

40
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- everyone here is a self-taught programmer, artist, musician.
From this perspective, it�s a naive artform.

41
00:06:56,720 --> 00:07:07,760
- Apart from being an outlet for self-expression,
the demoscene doesn't make much sense as it is today.

42
00:07:09,360 --> 00:07:13,440
BoyC. Coder, member of Conspiracy and Digital Dynamite.

43
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His demo Chaos Theory, created in his demotool Addict,
has been shown in the United States at Siggraph,

44
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the world�s most renowned computer graphics conference.

45
00:07:23,160 --> 00:07:26,920
- People always made demos for fun.

46
00:07:26,920 --> 00:07:31,920
- And of course back in the day, to show off to each other,
�Look, what I did with this computer.�

47
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- In the �90s when we started getting serious about
this kind of stuff, we were continually surprised by demos,

48
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- because we saw things on the screen
that we didn�t think were possible.

49
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- We saw these things, and our jaws just hit the floor, thinking
�Oh my God, you can do THAT with that program?�

50
00:07:52,280 --> 00:08:00,280
- This is what really moves us, motivates us, to find new
and impressive way of rendering graphics.

51
00:08:05,240 --> 00:08:07,160
The similarities don�t end there.

52
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The birth and eventual popularity of the demoscene can be 
largely attributed to the appearance of computer games,

53
00:08:13,280 --> 00:08:17,400
the removal of their copy protection,
and their subsequent distribution.

54
00:08:18,920 --> 00:08:27,120
- When people started cracking games on the C64 
twenty, twenty-five, almost thirty years ago,

55
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- after they were so happy after they cracked them that they 
left their names there, in the high score list, or in a graphic.

56
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- Then they realized that it's even cooler to
prepend a picture in front of the game, for example.

57
00:08:45,080 --> 00:08:51,680
- They added text scrollers and greetings
and it got more and more complex.

58
00:08:51,680 --> 00:08:55,960
- This is starting to sound a lot like graffiti to me.

59
00:08:55,960 --> 00:09:02,480
- Yeah, it�s similar, they sometimes I�ve heard
it said that the demoscene is �digital graffiti.�

60
00:09:10,160 --> 00:09:17,960
- When someone cracked a game, they put little �intros� or 
�cracktros� in front of the game introducing the group,

61
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- saying �We�re cool because we 
cracked this game and you didn�t.�

62
00:09:30,960 --> 00:09:38,400
- And then these groups formed, and the challenge
wasn�t just cracking the game anymore,

63
00:09:38,400 --> 00:09:44,320
- but also making better looking intros in front of the game.

64
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- People got to the point where they stopped caring
about the game and only watched the intros.

65
00:09:50,640 --> 00:09:59,800
- And I was also one of those people! I liked the music a lot,
the fonts were cool, and they did some unbelievable things.

66
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- Sometimes they were more technically
advanced than the game itself.

67
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- Then there was a point where people
who were doing this started enjoying it so much

68
00:10:16,480 --> 00:10:20,960
- that they decided they didn�t need 
games anymore, just the intros.

69
00:10:20,960 --> 00:10:22,880
- That was the moment the demoscene was born.

70
00:10:29,920 --> 00:10:38,880
- If you had a computer, that was already an elite thing,
and you had to meet other people who had computers;

71
00:10:38,880 --> 00:10:43,840
- the thrill came from creating things with the computer,
instead of just playing games.

72
00:10:43,840 --> 00:10:47,040
- That�s why the demoscene was able to take shape.

73
00:10:47,760 --> 00:10:51,600
Slyspy. Musician, graphics artist, member of United Force.

74
00:10:51,600 --> 00:10:54,880
Has quite possibly written more music
than any other Hungarian scener,

75
00:10:54,880 --> 00:11:00,000
and has recently gained popularity outside Hungary
after he started making his own demos and animations.

76
00:11:00,720 --> 00:11:06,880
- We met at the 'Csoki', the Csokonay Community House,

77
00:11:06,880 --> 00:11:13,360
- that was the center of the Hungarian 
computer culture, the weekend club.

78
00:11:13,360 --> 00:11:18,240
- That was where I first saw demos on the C64,
and I immediately took a liking to them.

79
00:11:18,240 --> 00:11:25,240
- For a few years I was just interested,
then as groups started forming,

80
00:11:25,240 --> 00:11:31,080
- I slowly got involved in it 
like other people doing these things.

81
00:11:32,400 --> 00:11:35,600
In the last 30 years, the demoscene, 
having evolved from cracktros,

82
00:11:35,600 --> 00:11:39,320
as well as computer science itself, 
has gone through radical changes. 

83
00:11:39,320 --> 00:11:42,600
Over time, the tools, the limits, 
and the purpose have all changed.

84
00:11:42,600 --> 00:11:55,160
- Back then it all revolved around coding, exploiting tight 
hardware limitations, like on an 8-bit C64 or an Amiga.

85
00:11:55,160 --> 00:12:00,080
- In those days the attitude was 
�we�ll prove that we�re the best.�

86
00:12:00,080 --> 00:12:06,080
- World records were easy to measure, because 
like the C64, all the computers had the same capabilities.

87
00:12:06,080 --> 00:12:15,160
- So they went for world records for drawing the 
most sine-dots or largest number of wavy scrollers.

88
00:12:15,160 --> 00:12:19,520
- And if someone could drew 250 dots,
but his neighbor was able to draw 253,

89
00:12:19,520 --> 00:12:24,640
- it escalated into a 48-hour caffeine marathon 
to figure out how to draw 257.

90
00:12:32,280 --> 00:12:37,200
- The limits are broader now, so it�s more about design.

91
00:12:37,200 --> 00:12:45,280
- Demos try to be unique artistically, but still,
the demos that gain the most respect are the ones

92
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- that are exciting both codewise
- by pushing limitations - and also artistically.

93
00:12:53,200 --> 00:12:59,760
- The point is to present a product
that makes people sh*t themselves!

94
00:13:10,120 --> 00:13:15,560
Of course, this is the easiest to achieve when the 
audience knows the limitations of that given computer,

95
00:13:15,560 --> 00:13:17,800
and is aware of the technical possibilities.

96
00:13:17,800 --> 00:13:21,640
Naive observers may not be 
astonished by a rotating cube,

97
00:13:21,640 --> 00:13:27,760
even though perhaps even the engineers creating the computer 
wouldn't have thought that to be possible on the system in question.

98
00:13:27,760 --> 00:13:31,840
As limitations expanded, it has become 
possible to create spectacular demos

99
00:13:31,840 --> 00:13:34,960
that can be enjoyed without a particular technical knowledge. 

100
00:13:34,960 --> 00:13:38,520
This can also be attributed to a change in artistic perspective.

101
00:13:38,520 --> 00:13:47,560
- Nowadays the roles are more diffuse, demos and intros
usually have a sort of a producer or director

102
00:13:47,560 --> 00:13:55,840
- who has a vision for the final big picture,
and they�re the ones trying to manage the workflow.

103
00:13:55,840 --> 00:13:57,840
- The director.
- Yeah, the director.

104
00:13:57,840 --> 00:14:03,720
- Some demos are purely about technology,
�Look, I made a cool effect, whoa, great.�

105
00:14:03,720 --> 00:14:12,280
- Some don�t use much new technology,
but they look great, and that�s their point.

106
00:14:12,280 --> 00:14:20,480
- And there are some which, well,
try to convey some kind of message.

107
00:14:21,840 --> 00:14:29,120
On Tuesday, I realized that I help people
sell other people stuff they don�t really need.

108
00:14:29,120 --> 00:14:32,360
This happened during lunch.

109
00:14:32,480 --> 00:14:39,960
- It�s become harder to appreciate demos that 
only display a cube or a good looking 3D scene

110
00:14:39,960 --> 00:14:45,320
- even if it looks good, it needs to have 
a concept to really be appreciated.

111
00:14:46,080 --> 00:14:50,440
Gargaj. Coder, musician, member of 
Conspiracy and �mla�t Design.

112
00:14:50,440 --> 00:14:55,720
Main organizer of the Function demoparty,
actively takes part in a variety of foreign events.

113
00:14:58,600 --> 00:15:04,400
- A part of the thing that the United States doesn�t
often see about the demoscene is how social it is.

114
00:15:04,400 --> 00:15:06,160
- It�s a very social thing.

115
00:15:14,080 --> 00:15:20,160
The small community of the scene itself is as important 
to keep the creation process alive as the artists themselves.

116
00:15:20,160 --> 00:15:24,400
The communal event of the subculture
itself is called the demoparty,

117
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a computer-related event where fans of the scene compare 
their skills, exchange experiences and ideas, and socialize.

118
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Productions are entered in a variety of categories and 
ultimately they�re subjected to a final audience vote. 

119
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In essence, these parties keep the demoscene running.

120
00:15:39,440 --> 00:15:46,320
- Very few people do productions �just for kicks�,
to release them on some website;

121
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- the idea is usually to enter a competition at a party,
and to see it on the bigscreen and hear it on the PA, 

122
00:15:53,200 --> 00:15:58,240
- and the audience either likes it or it doesn�t,
but at least it has an effect on them.

123
00:16:04,200 --> 00:16:10,560
- We are a bunch of opinionated people
who like to see people make things.

124
00:16:10,560 --> 00:16:17,840
- Seeing your work on a bigscreen, being watched and applauded 
by two hundred people, there�s nothing better than that!

125
00:16:23,520 --> 00:16:29,400
- Some people like to release demos to
for the challenge of beating other teams.

126
00:16:29,400 --> 00:16:33,760
- Some people enjoy just competing.

127
00:16:33,760 --> 00:16:38,600
- Some people enjoy going to the competitions and entering 
something that they know other people are going to hate.

128
00:16:42,640 --> 00:16:45,120
The roots of demoparties reach back to the 80�s,

129
00:16:45,120 --> 00:16:50,040
and their existence can also be owed
to illegally cracked and distributed games.

130
00:16:53,480 --> 00:16:59,040
- These parties were originally copyparties,
people came together to copy stuff. 

131
00:16:59,040 --> 00:17:01,320
- You mean you couldn�t just steal stuff

132
00:17:01,320 --> 00:17:05,400
- Sure you could, but you had no Internet back then,
and besides postal mail,

133
00:17:05,400 --> 00:17:08,880
- the easiest method was to just drop by 
your neighbour�s and copy a floppy.

134
00:17:08,880 --> 00:17:11,760
- And if you had more than forty 'neighbours', 
you rented out a hall.

135
00:17:27,080 --> 00:17:34,240
- They came together, they copied stuff,
and eventually demos appeared,

136
00:17:34,240 --> 00:17:39,800
- because some people were just 
interested in making intros.

137
00:17:39,800 --> 00:17:48,200
- Currently there�s only one party here in Hungary 
that�s a multiplatform, 'PC' party, and there�s also an 8-bit one.

138
00:17:48,200 --> 00:17:56,440
- There aren�t any serious prizes here, so it�s more about,
I don�t know, the moral victory, the experience itself.

139
00:17:57,600 --> 00:18:01,400
Function is currently the biggest 
Hungarian multi-platform demoscene party,

140
00:18:01,400 --> 00:18:05,400
hosting 150-200 enthusiasts annually since 2003.

141
00:18:05,400 --> 00:18:08,480
About a quarter of them participate
in the competitions as well.

142
00:18:08,480 --> 00:18:20,600
- The hard core was always around 100-200 people, and that has 
since shrunk to 50-60, so we know each other pretty well by now.

143
00:18:22,360 --> 00:18:24,640
- What do you expect from this kind of party?

144
00:18:24,640 --> 00:18:31,560
- Do you expect good demos, or do you expect the community 
to show up? Is there a specific goal, or is it just 'there'?

145
00:18:31,560 --> 00:18:37,600
- We expect people to show up, enjoy themselves,
and bring great productions.

146
00:18:37,600 --> 00:18:41,080
- I couldn�t rank these things.

147
00:18:41,080 --> 00:18:48,720
- All I know is when a party ends and you look around
at those 100-150-200 people who showed up 

148
00:18:48,720 --> 00:18:51,880
- because that�s the size of Hungarian parties - 

149
00:18:51,880 --> 00:19:00,560
- then you just instinctively know that you have to
do it again next year, period. I can�t explain why.

150
00:19:00,560 --> 00:19:08,280
- It�s about seeing happy people. Whether they�re happy
because they saw great demos they never saw before,

151
00:19:08,280 --> 00:19:18,680
- or because they started chatting with someone next to them 
and now they�re swapping sources and they got something to use later,

152
00:19:18,680 --> 00:19:26,520
- or because they experienced that atmosphere
when the organizers announce the start of the compo, 

153
00:19:26,520 --> 00:19:31,960
- and shut off the lights, and the first entry appears, 
and they got shivers 

154
00:19:31,960 --> 00:19:38,720
- All of these things happened to me when I started to go to parties, 
and I couldn�t just pick one of them,

155
00:19:38,720 --> 00:19:48,480
- all I know is that when I came back from my first party, 
I thought �Yup, that was it, I�m sold, I gotta go to more of these�.

156
00:19:48,480 --> 00:19:53,720
- I was wondering whether it�s worth it to organize parties.
I mean you don�t really get sponsors,

157
00:19:53,720 --> 00:20:00,440
- there are no products to sell, so it�s only organized for fun
and for the purpose of meeting up, right?

158
00:20:00,440 --> 00:20:03,120
- Financially, it�s not worth it. 

159
00:20:03,120 --> 00:20:12,320
- We don�t get state funding, because what we do
isn�t considered to be art or culture.

160
00:20:12,320 --> 00:20:15,560
-We don�t do this because it�s worth it or not.

161
00:20:15,560 --> 00:20:21,920
- Sometimes people do things they know that aren�t worth it,
but they do it because they know they have to.

162
00:20:21,920 --> 00:20:24,200
- We have a lot of returning foreign visitors. 

163
00:20:24,200 --> 00:20:30,720
- They not only show up to check where 'Bucharest' is,
but because they�ve already been here and enjoyed it.

164
00:20:34,520 --> 00:20:38,440
Arles. A small town in Southern France, not far from Marseille.

165
00:20:38,440 --> 00:20:42,480
It�s popular among visitors due to
it�s authentic Mediterranean old town, 

166
00:20:42,480 --> 00:20:45,880
but in October, people are attracted for a different reason. 

167
00:20:45,880 --> 00:20:49,840
In recent years, Arles hosted one of 
France�s best known parties, MAIN,

168
00:20:49,840 --> 00:20:51,680
partly organized by Hungarians.

169
00:20:51,680 --> 00:20:58,520
- We organized a party in Hungary, and on the last two occasions, 
the foreigners were watching the videostream over the Internet

170
00:20:58,520 --> 00:21:02,000
- and later asked for our help with organizing their party.

171
00:21:02,720 --> 00:21:06,480
Pasy. Coder, organizer, member of 
Fresh!Mindworkz and Rebels.

172
00:21:06,480 --> 00:21:10,000
Has quite possibly coded more demos 
than any other Hungarian scener.

173
00:21:10,000 --> 00:21:12,560
Technical lead organizer of the Main party in France.

174
00:21:15,000 --> 00:21:21,320
- First it was only me travelling to a meeting, 
later I collected a team,

175
00:21:21,320 --> 00:21:26,000
- and eventually the entire technical team 
ended up being Hungarians.

176
00:21:29,080 --> 00:21:35,320
- French organizers are much better with financial
and political organizing, keeping contacts, that sort of stuff.

177
00:21:38,000 --> 00:21:42,800
There are many similarities between Hungarian and foreign 
parties, but there are plenty of differences as well,

178
00:21:42,800 --> 00:21:46,400
not necessarily limited to the giant display
mounted on the roof of the party hall,

179
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which incidentally provides a competition platform
for a variety of productions as well.

180
00:22:07,520 --> 00:22:14,920
- The budget for a Hungarian party is the amount
they spend on two or three people here.

181
00:22:14,920 --> 00:22:20,920
- The heads of the association are 
really good at finding sponsors,

182
00:22:20,920 --> 00:22:26,360
- and art is curated a lot more here in France,
it doesn�t matter what kind of art it is.

183
00:22:30,440 --> 00:22:35,440
The demoscene is one of the few forms of art
where the artists are all part of one collective.

184
00:22:35,440 --> 00:22:40,040
It�d be hard to imagine multiple, independent 
communities or outlets of expression

185
00:22:40,040 --> 00:22:45,040
or that someone would create demos while detached
from the main community, publishing works in different places.

186
00:22:45,040 --> 00:22:49,040
- If people stop making parties, demoscene will die.

187
00:22:49,040 --> 00:22:55,320
- Because you need real contact in real life
with people you make demos with,

188
00:22:55,320 --> 00:23:00,320
- and you meet with to talk, 
even it is just once-twice a year.

189
00:23:00,320 --> 00:23:03,000
- You feel the demoscene when 
you are talking with the people.

190
00:23:05,960 --> 00:23:10,520
- It has happened that a demo was 
played for which I have written the music,

191
00:23:10,520 --> 00:23:16,520
- and someone walked up and asked
whether I used a certain instrument or a certain synth,

192
00:23:16,520 --> 00:23:20,760
- and we started talking and we�ve become friends.

193
00:23:20,760 --> 00:23:25,560
- Our biggest rivals are also our best friends, 
I�m happy to say that.

194
00:23:29,880 --> 00:23:35,760
Parties are of course not only about the competitions,
but also about gaining experience and having fun.

195
00:23:35,760 --> 00:23:40,760
Aside from technical lectures, the schedules often
consist of scene-related live acts or bands,

196
00:23:40,760 --> 00:23:45,960
and in several cases, a demoparty has become
memorable not only because of the demos shown,

197
00:23:45,960 --> 00:23:48,320
but because of the actual party itself.

198
00:23:55,520 --> 00:24:01,560
- At Polish parties it has happened that the
organizing team was already drunk on the first day

199
00:24:01,560 --> 00:24:06,120
- and people are arriving, trying to find the party

200
00:24:06,120 --> 00:24:10,560
- Finns just sit around drinking vodka 
straight from the bottle

201
00:24:10,560 --> 00:24:14,320
- and then someone walks up to 
pee on someone else�s bicycle.

202
00:24:14,320 --> 00:24:17,760
- There haven�t been any deaths though. 
No deaths and no births.

203
00:24:23,040 --> 00:24:30,440
- I�d like to know how it feels to be female in the scene,
�cos it seems like a boys� club.

204
00:24:30,440 --> 00:24:35,640
- Is it easy to find friends? �Cos it�s mostly males.

205
00:24:35,640 --> 00:24:43,480
- Sure, it�s not that hard. Of course everyone have
their own little theories about how it works.

206
00:24:43,480 --> 00:24:50,320
- When I started, there were already a few girls in 
the scene all around Europe and in Hungary as well.

207
00:24:50,320 --> 00:25:01,400
- You had musicians, graphics artists, coders,
a lot of visitors, tagging along with their boyfriends.

208
00:25:01,400 --> 00:25:11,240
- I don�t know about activity,
I�d guess it�s around 90/10, no? Or 80/20?

209
00:25:11,240 --> 00:25:12,400
- I�d say 80/20.

210
00:25:16,080 --> 00:25:19,040
Demos aren�t the only things to compete at parties:

211
00:25:19,040 --> 00:25:25,280
other categories include pictures, music, standalone pieces 
of code, even photos and miscellaneous other productions.

212
00:25:25,280 --> 00:25:29,040
They do have one thing in common though:
They�re mostly finished just before the deadline.

213
00:25:30,120 --> 00:25:35,400
- Everyone has way too little time to make demos,
so things are left to the last minute.

214
00:25:35,400 --> 00:25:41,400
- You usually go without sleep for the last few days,
only concentrating on your demo. 

215
00:25:41,400 --> 00:25:50,160
- That usually manifests as flaws and little imperfections,
because they�re literally finished at the last minute,

216
00:25:50,160 --> 00:25:55,320
- but this also provides a thrill that keeps people going.

217
00:25:55,320 --> 00:26:00,240
- So in a sense it�s like a mental extreme sport.

218
00:26:00,240 --> 00:26:08,120
- Sometimes it happens that the demo is finished at the party.
-Yes, I heard that somebody is finishing at the last moment.

219
00:26:08,120 --> 00:26:12,600
- Someone is finishing the demo
- It�s not like that, it�s not perfect, it�s not perfect.

220
00:26:12,600 --> 00:26:20,400
- No, when I was leaving home, it still crashed at 
the begining, there is still a few major flaws to be fixed.

221
00:26:20,400 --> 00:26:27,600
- It�s a whole different feeling to go to a party
and have something to enter than to just attend

222
00:26:27,600 --> 00:26:32,160
- It�s a whole different feeling to go to a party
knowing you�re gonna spend the entire party in a corner

223
00:26:32,160 --> 00:26:34,280
- in front of a laptop trying to hack something together.

224
00:26:34,280 --> 00:26:37,480
- Yeah, it has happened, 
even if it wasn�t the entire party.

225
00:26:37,480 --> 00:26:43,960
- But that has it�s charm too, sitting there working 
on something, people come up, take a listen, take a look

226
00:26:43,960 --> 00:26:46,320
- You can look up, check out someone else working

227
00:26:46,320 --> 00:26:52,000
- You can ask for advice from other musicians, if you�re 
working on music, or from other coders if you�re a coder.

228
00:26:52,000 --> 00:26:55,720
- Yeah, if it crashes you just yell over,
�Hey, could you check this out for me?�

229
00:26:55,720 --> 00:26:57,600
- And you end up with three people debugging it.

230
00:27:05,720 --> 00:27:11,840
- What�s the minimum amount of time 
needed to make a demo?

231
00:27:11,840 --> 00:27:13,720
- 90 minutes.

232
00:27:13,720 --> 00:27:20,040
- Yeah, it can be anything 
from 90 minutes to several years.

233
00:27:25,760 --> 00:27:32,800
As the evolution of computer science started expanding the 
technical borders, a demand for artificial limitations became clear.

234
00:27:32,800 --> 00:27:36,440
This is how size-limited demos, or 'intros', came to be.

235
00:27:36,440 --> 00:27:44,320
The point of these is that the final executable file isn�t allowed 
to exceed the given sizelimitation, for example 4 or 64 kilobytes.

236
00:27:48,440 --> 00:27:52,840
- My classmate brought me these files on a floppy, saying

237
00:27:52,840 --> 00:27:57,280
- �check this out, you�re not gonna believe
what this is gonna show you in 64 kilobytes!�

238
00:27:57,280 --> 00:28:04,160
- You have an executable file, you run it, you get four minutes 
of music video, and it�s so amazing it blows your mind.

239
00:28:04,160 --> 00:28:06,360
- Pounding techno music.
- Yeah!

240
00:28:06,360 --> 00:28:13,400
- You see a 4 kilobyte intro, showing off
a shocking amount of high-quality visuals,

241
00:28:13,400 --> 00:28:18,120
- and you can�t even fathom how much 4 kilobytes are: 

242
00:28:18,120 --> 00:28:24,480
- You start writing something in Wordpad
and you go over 4 kilobytes very fast.

243
00:28:24,480 --> 00:28:32,120
- Get your... let�s say CV in the Microsoft Word.
Your CV is already three times bigger that this intro.

244
00:28:36,040 --> 00:28:40,120
To store one letter, or one character, 
you need one byte of space.

245
00:28:40,120 --> 00:28:46,400
4 kilobytes of space means 4096 characters.
That�s little more than a page of text.

246
00:28:46,400 --> 00:28:50,800
That�s the maximum amount of data 
a 4 kilobyte intro can consist of.

247
00:28:50,800 --> 00:28:56,040
Running such a program, however, can allow the 
computer to generate 5 minutes of visuals and music

248
00:28:56,040 --> 00:28:59,040
in full HD resolution, in realtime. 
Like this one.

249
00:29:14,200 --> 00:29:21,120
- When you are limiting yourself to a very tight size, 
like 4 kbytes or 64 kbytes,

250
00:29:21,120 --> 00:29:30,440
- you really need to use not-so-usual ways of drawing to 
the screen, or getting sound out of the speakers.

251
00:29:36,640 --> 00:29:41,880
While 64 kilobyte intros can store 16 times
the information of 4 kilobyte ones,

252
00:29:41,880 --> 00:29:46,120
they�re still considerably smaller
than content stored the traditional way.

253
00:29:46,120 --> 00:29:53,680
Normally, 64 kilobyte space allows one to store about 4 seconds
of average quality MP3, or about half a second of video.

254
00:29:53,680 --> 00:30:01,280
- You watch a five minute video, it blows your mind
because it�s so awesome and ultimately it turns out

255
00:30:01,280 --> 00:30:06,480
- that the file would fit ten thousand times 
on a DVD or CD.

256
00:30:06,480 --> 00:30:11,880
- If you rendered it to video, 
it would only fit three times. 

257
00:30:14,480 --> 00:30:17,720
Some people think even 4 kilobytes of space is too much.

258
00:30:17,720 --> 00:30:24,560
This is why we can encounter productions and
competitions for 256 or even 128 byte intros, 

259
00:30:24,560 --> 00:30:30,120
where the limitation is merely this amount of characters. 
Nowadays, these usually consist of short animations without sound.

260
00:30:30,120 --> 00:30:35,800
- We saw 3D visuals in 128 bytes.

261
00:30:35,800 --> 00:30:50,680
- Jaws dropping everywhere, screaming ovation, everything. 
And then they showed the bytecode on the bigscreen in a hex editor.

262
00:30:50,680 --> 00:31:01,480
- �This is it.� And we applauded the code, because we
couldn�t believe that someone did it with only that.

263
00:31:01,480 --> 00:31:09,640
- We feel the need for the limitation, 
you know, to feel more creative.

264
00:31:18,720 --> 00:31:23,040
Just as artists strive to conquer artificial
limitations on modern computers,

265
00:31:23,040 --> 00:31:29,360
people who write demos for retro computers are driven to 
explore technical limitations in the most profound ways possible.

266
00:31:29,360 --> 00:31:33,480
Commodore 64, Plus 4, ZX Spectrum, Amiga.

267
00:31:33,480 --> 00:31:38,640
Computers long out of production, sometimes with
technologies and barriers from 30 years ago,

268
00:31:38,640 --> 00:31:44,040
and yet they continue to be utilized to present
more and more unbelievable things from time to time.

269
00:31:45,840 --> 00:31:52,840
Their popularity is best demonstrated by the fact that the 
C64 can still claim to have the most productions ever released,

270
00:31:52,840 --> 00:31:57,000
having over 18000 compared to about 14000 on the PC.

271
00:31:57,000 --> 00:32:03,000
- There�s a smaller group of people 
who love these computers,

272
00:32:03,000 --> 00:32:10,560
- and perhaps they don�t even care about other machines,
because they have their own demoscene turf.

273
00:32:19,120 --> 00:32:27,000
- Back when there were more sceners,
there was this less-than-serious rivalry thing.

274
00:32:27,000 --> 00:32:35,400
- It was a bit exaggerated, C64 users versus PC users,
especially Amiga users versus PC users

275
00:32:35,400 --> 00:32:41,120
- You know, kinda like Depeche Mode fans
versus Cure fans, and so on.

276
00:32:41,640 --> 00:32:45,360
Reptile. Started as a musician, later worked as a coder. 

277
00:32:45,360 --> 00:32:48,920
Member of Astroidea, with whom
he has won a variety of competitions.

278
00:32:51,600 --> 00:33:00,440
- The Amiga was a computer way ahead of it�s time. 
It was an incredibly well built machine, very imaginative.

279
00:33:00,440 --> 00:33:06,720
- And for a lot of people, the PC hurt because they
considered it a step back in many ways.

280
00:33:06,720 --> 00:33:14,080
- The Amiga wasn�t a computer for the masses! That was the 
point, it was like the Harley-Davidson, it had an elegance to it.

281
00:33:14,080 --> 00:33:19,640
- And then the PC came along, the mass-market 
machine, plastic junk with interchangable parts.

282
00:33:19,640 --> 00:33:23,720
- Businesswise, this was obviously a better model,

283
00:33:23,720 --> 00:33:35,480
- but the elegance of the Amiga created a really strict culture
around it; people would kill for what the Amiga means for them.

284
00:33:56,400 --> 00:34:02,960
Ajkarendek. A small ordinary village in western Hungary.
Streets are quiet, people are nice.

285
00:34:02,960 --> 00:34:05,960
Once a year, however, something changes.

286
00:34:15,160 --> 00:34:19,240
Every summer the town is flooded
with fans of 8-bit computers for 3 days,

287
00:34:19,240 --> 00:34:23,720
who are there to take part in �rok Party, an event
that�s been running for almost fifteen years now.

288
00:34:23,720 --> 00:34:31,760
- �rok Party is THE genuine party for the C64
and other 8-bit computers in Hungary.

289
00:34:31,760 --> 00:34:41,440
- Initially we made it a strictly demoscene event, that was the 
intention, but then we realized there are more people interested.

290
00:34:41,440 --> 00:34:47,080
- Others showed up, some made hardware, 
others just played games. 

291
00:34:47,680 --> 00:34:50,640
Poison. Graphics artist, member of Singular Crew.

292
00:34:50,640 --> 00:34:53,960
One of the main organizers of the 15-year-old �rok Party.

293
00:34:55,000 --> 00:35:02,160
- It�s one of those parties which are mostly about friendship,
despite the common heritage these people have.

294
00:35:02,160 --> 00:35:08,080
- A lot of veterans show up to hang out,
when we meet every summer.

295
00:35:08,080 --> 00:35:15,280
- There�s been years with almost a hundred people, some of 
them Czech, some of them Polish, sometimes a Swedish guy

296
00:35:30,800 --> 00:35:35,920
- There used to be a rule that you weren�t allowed
to bring machines that weren�t 8-bit,

297
00:35:35,920 --> 00:35:41,080
- and it used to be really strict, but eventually even the 
organizers brought their own stuff, running emulators

298
00:35:41,080 --> 00:35:42,880
- They couldn�t bring phones.

299
00:35:42,880 --> 00:35:52,000
- Yeah, phones would be a problem with that rule, my phone 
for example is basically a thousand times faster than a C64.

300
00:35:52,000 --> 00:35:58,600
- We thought about extending the competitions
beyond the usual graphics, music, demo stuff,

301
00:35:58,600 --> 00:36:05,240
- but we also try to come up with some playful stuff
you don�t see at other events.

302
00:36:05,240 --> 00:36:10,800
- This year we had a real-life adventure game,
which you had to play in the village itself.

303
00:36:10,800 --> 00:36:16,680
- It had nothing to do with computers,
you just got a map and you had to do quests.

304
00:36:17,520 --> 00:36:21,680
- Oooh, this must be some sort of level
- It�s a f*cking plasma effect!

305
00:36:39,040 --> 00:36:41,760
- Yeah, it�s a 'sub-subculture' party.

306
00:36:48,680 --> 00:36:53,280
The hype around the Commodore 64 
continues to live on in a variety of ways.

307
00:36:56,040 --> 00:36:59,680
The popularity of music made with the C64 is undiminished.

308
00:36:59,680 --> 00:37:06,800
Today, there are a lot of people experimenting with performing 
C64 music live, whether with an orchestra, or even a cappella.

309
00:37:13,120 --> 00:37:18,200
And of course, there�s been examples of popular
producers getting inspired by C64 music.

310
00:37:31,680 --> 00:37:36,720
SIDRip Alliance is a band who adapts C64 music
to the arsenal of a rock band.

311
00:37:56,360 --> 00:38:00,800
- We were in eighth grade, 
and we were all avid C64 gamers.

312
00:38:00,800 --> 00:38:04,680
- You had a tape recorder where you
could record the music from the television.

313
00:38:04,680 --> 00:38:08,680
- We�d record the music from the TV, and then
we�d listen to it on tape. C64 game music

314
00:38:08,680 --> 00:38:11,160
- So basically you�d listen to game soundtracks?

315
00:38:11,160 --> 00:38:13,000
- Yeah, game and demo soundtrack.

316
00:38:19,480 --> 00:38:23,000
- There�s no sheet music, so you have to figure it out

317
00:38:23,000 --> 00:38:26,080
- It�s hard to make sheet music out of 1, 0, 0, 1

318
00:38:26,080 --> 00:38:30,720
- You only have three channels, and dividing three
channels between six instruments, that�s a rough job.

319
00:38:38,640 --> 00:38:44,400
- I guess the hardest part was that there are a lot of
tracks that were never intended to be played live.

320
00:38:44,400 --> 00:38:50,040
- They don�t have well-defined musical keys, they just 
meander around, and although they do have a method to them,

321
00:38:50,040 --> 00:38:54,400
- you can�t just say �Okay, this is a major scale,� no.

322
00:39:06,040 --> 00:39:10,320
Rearranging C64 music for actual 
instruments is a tricky task,

323
00:39:10,320 --> 00:39:17,440
possibly because on a computer, just creating a single note requires 
a radically different approach than on a physical instrument.

324
00:39:17,440 --> 00:39:19,600
You can�t just pluck a string or press a key.

325
00:39:22,280 --> 00:39:27,160
- There are some similarities between current
synthesizers and oldschool musicmaking;

326
00:39:27,160 --> 00:39:33,120
- they both start out with a sinewave or a triangle wave,
for example, instead of samples.

327
00:39:33,120 --> 00:39:38,480
- You don�t just grab a trumpet, put it behind a 
microphone, and boom, it�s inside the machine.

328
00:39:38,480 --> 00:39:43,680
- No, you take your basic waveforms
and you modulate and tweak them.

329
00:39:49,640 --> 00:39:55,920
- So you have to give a command to the machine in its own 
language saying �Take this sound and modulate it so and so.�

330
00:39:55,920 --> 00:40:09,120
- Yeah, take a sinewave, set it to frequency X, say 1kHz, 
turn on the filter, set it to lowpass, cut it off at 2000Hz, and so on.

331
00:40:09,680 --> 00:40:13,560
Vincenzo. Musician, member of 
Conspiracy, Rebels and Fresh!Mindworkz.

332
00:40:13,560 --> 00:40:17,400
Capable of producing music on any machine,
regardless of the number of bits available.

333
00:40:18,120 --> 00:40:24,960
- The C64 SID is pretty limited, 
but you can do a lot of things with it.

334
00:40:24,960 --> 00:40:32,520
- You can only use three channels, which means
you can only play three sounds at once.

335
00:40:32,520 --> 00:40:36,920
- Being creative is exponentially useful here.

336
00:40:44,720 --> 00:40:54,800
- This is basically the sheet music. With speed 3, using 
instrument 1, with full volume, you play a note at pitch F-1,

337
00:40:54,800 --> 00:41:01,120
- then it goes on, and here it hits a 'GATE', 
which means it stops the note.

338
00:41:01,120 --> 00:41:06,440
- Then we switch to instrument 0 
with the pitch G-1, and then we mute it.

339
00:41:07,880 --> 00:41:12,880
- The sound generation itself, the editing of the
sound parameters, is done on a different screen.

340
00:41:12,880 --> 00:41:25,320
- You start at number 0, you start with the value 41, which means 
'square wave', then a square wave again with modulation C,

341
00:41:25,320 --> 00:41:35,040
- which means shifting up an octave,
then 41 00 means 'square wave with no pitch shift'.

342
00:41:35,040 --> 00:41:38,400
- And how do you know that?
- Experience.

343
00:41:38,400 --> 00:41:43,320
- I guess you couldn�t have learned this from a book.
- Experimenting, it�s all about experimenting.

344
00:41:43,320 --> 00:41:48,400
- You have all these basic sounds
you can play around with and combine.

345
00:41:48,400 --> 00:41:55,160
- It�s not that complicated, if you learn the fundamentals,
you can easily make music on a C64.

346
00:41:55,160 --> 00:42:03,160
- He�s full of shit, by the way, don�t believe a word what he says,
I heard a demo of his where he had a horse neigh programmed in!

347
00:42:03,160 --> 00:42:08,920
- How did you do that? I mean it really IS a horse neigh!

348
00:42:08,920 --> 00:42:14,280
- Oh easy, 02, 06, 41, 68, 7B

349
00:42:19,680 --> 00:42:25,560
- Limitations forced these people making
computer music to create something out of nothing,

350
00:42:25,560 --> 00:42:29,600
- and you can�t do that without 
an insane amount of genius.

351
00:42:29,600 --> 00:42:36,400
- Live act with a Commodore 64? Is that even possible?
- Some people have done it, yeah!

352
00:42:51,880 --> 00:42:57,640
With the appearance of the Amiga and the PC,
music tools evolved further. First, trackers appeared,

353
00:42:57,640 --> 00:43:04,000
bearing a slight resemblance to C64 software,
but with the ability to play back digitized samples,

354
00:43:04,000 --> 00:43:07,480
eventually allowing people to 
write complex pieces of music. 

355
00:43:07,480 --> 00:43:14,240
Today, demo music is written with the newest generation of music 
software, the same tools used for songs you hear on the radio. 

356
00:43:18,400 --> 00:43:24,800
A 4 or 64 kilobyte intro, however, due to the
restrictions in size, can rarely allow digitized sound,

357
00:43:24,800 --> 00:43:31,400
so one must revert to the original approach seen on the C64,
and create sounds using basic waveforms.

358
00:43:36,040 --> 00:43:43,440
- How does the demoscene follow musical trends?
Does what�s hot and what�s not matter?

359
00:43:43,440 --> 00:43:48,240
- I told you, I have dubstep poisoning!
- So even demosceners do dubstep?

360
00:43:48,240 --> 00:43:53,800
- Insane amounts! Insane amounts of bigbeat, insane
amounts of drum-and-bass, insane amounts of dubstep.

361
00:43:53,800 --> 00:43:58,200
- Occasionally you get a cool metal demo, 
usually from Finland.

362
00:43:58,200 --> 00:44:02,600
- So there are no restrictions, 
not even within electronic music.

363
00:44:02,600 --> 00:44:09,920
- Not at all. There�s ambient, there�s even a lot of drone 
ambient, where it�s the same buzzing note for ten minutes.

364
00:44:09,920 --> 00:44:13,720
- I can think of demos with samba soundtracks, 
but it�s not really a trend.

365
00:44:28,600 --> 00:44:34,440
- Despite them being computer music,
they�re really catchy, there�s a lot of genius in there,

366
00:44:34,440 --> 00:44:41,400
- and if these tracks had been written commercially,
they would�ve been hits. Their melodic style guarantees it.

367
00:44:48,880 --> 00:44:58,120
- Mostly demoscene musicians are just demoscene musicians.
- I see, so they are separated from the musical scene.

368
00:44:58,120 --> 00:45:04,560
- Not completely separated, but yeah, you find
demoscene musicians doing cool drum-and-bass tracks,

369
00:45:04,560 --> 00:45:07,760
- and they will only release them in the
demoscene, and nowhere else.

370
00:45:14,600 --> 00:45:26,520
- Commercially exploiting the music of a demo is just so far
from the philosophy of it all; nobody is really interested in that.

371
00:45:26,520 --> 00:45:33,840
- The problem is that the quality and popularity
of music isn�t always on the same level. 

372
00:45:33,840 --> 00:45:41,040
- I mean I�m not sure if you can hear it in the background,
there�s some brilliant electronic stuff you can hear now,

373
00:45:41,040 --> 00:45:44,640
- but what goes on in the outside world? �Come on Barbie girl�

374
00:45:48,080 --> 00:45:55,640
Computers' graphical capabilities have evolved considerably
over the past thirty years, simultaneously with their musical ones.

375
00:45:55,640 --> 00:46:01,720
Today, artists use tools to create a 3D model
that makes the workflow similar to sculpting an actual statue. 

376
00:46:01,720 --> 00:46:07,360
20-25 years ago, in the age of the C64,
graphics artists found themselves facing limitations 

377
00:46:07,360 --> 00:46:10,640
that made drawing pictures pixel-by-pixel the fastest way.

378
00:46:14,920 --> 00:46:19,680
- This software is keyboard-controlled.

379
00:46:19,680 --> 00:46:36,120
- That�s what makes it so fast to work with, if you get used to it 
and get used to its features, then you can draw with it relatively fast.

380
00:46:36,120 --> 00:46:44,400
- And when you zoom out to full screen,
here you can only view the picture.

381
00:46:45,520 --> 00:46:53,680
The biggest challenge, however, is that while the C64 only has 
16 colors, it can only display 2 or 4 colors on a single character.

382
00:46:54,560 --> 00:46:57,800
Drawing applications mark these character limits with a grid.

383
00:46:59,360 --> 00:47:03,680
- See, you can see that I can�t use orange here anymore,

384
00:47:03,680 --> 00:47:10,200
- because I�m already using three colors
in this character besides the black background.

385
00:47:10,200 --> 00:47:19,160
- So this is where you start doing tricks,
swapping some colors so you won�t notice.

386
00:47:19,160 --> 00:47:26,480
- Your eye won�t necessarily be able to discern
if a couple of pixels are the wrong color. 

387
00:47:34,200 --> 00:47:41,040
- That�s part of the beauty of pixel art,
you gotta adhere to the limitations.

388
00:47:41,040 --> 00:47:53,960
- Putting it together dot by dot isn�t enough,
you have to pay attention to the limitations of the hardware.

389
00:47:59,720 --> 00:48:09,040
- If you look at most C64 graphics artists who produce 
pictures today, most of them don�t use a C64 anymore.

390
00:48:09,040 --> 00:48:16,520
- There are a lot of cross-platform tools, which means it�s
running on a different platform, you have a lot more features,

391
00:48:16,520 --> 00:48:20,720
- but it�s designed to make the end result viewable on a C64.

392
00:48:27,200 --> 00:48:34,720
- The newest fad is to make converters
instead of drawing tools.

393
00:48:34,720 --> 00:48:41,840
- This means you can use any image editor on the PC,
hand the result over to the tool,

394
00:48:41,840 --> 00:48:50,160
- and it tries to figure out a way to present the picture
on the C64 in the best looking way possible.

395
00:48:50,160 --> 00:48:55,800
Here, the programmers compete in using undocumented,
essentially faulty functionalities of the computer

396
00:48:55,800 --> 00:49:02,480
to create more versatile video modes which can be used 
to produce pictures in higher resolutions or with more colors.

397
00:49:02,480 --> 00:49:09,040
The rules of these modes are so complex that keeping
them all in mind while drawing is practically impossible,

398
00:49:09,040 --> 00:49:12,800
which is why tools are written
to convert finished pictures to such formats.

399
00:49:12,800 --> 00:49:17,640
- You can�t humanly comprehend 
these types of limitations anymore.

400
00:49:17,640 --> 00:49:26,960
- Stuff like, �I can use the background color in every
third character, if it�s a wide pixel, and above it,

401
00:49:26,960 --> 00:49:36,120
- in every raster line I can use three other colors,
and then,� whatever. You can�t keep this stuff in mind.

402
00:49:42,760 --> 00:49:52,560
- The crazy thing is, new video modes for the C64
are still being found today, stuff you�d think isn�t possible.

403
00:49:52,560 --> 00:50:00,120
- Every year we think �nah, this is the limit, 
you can�t do more,� and still someone always does.

404
00:50:00,120 --> 00:50:06,720
- So chipretro is blossoming and the limits can still be pushed.
- They�re certainly pushing the envelope, yeah!

405
00:50:15,040 --> 00:50:19,240
The progress in computer science has
obviously upgraded the visuals as well.

406
00:50:19,240 --> 00:50:23,360
Nowadays, the tools used for 
making pictures shown at demoparties

407
00:50:23,360 --> 00:50:28,160
are the same tools used for creating
popular animated films or computer games.

408
00:50:29,600 --> 00:50:33,400
It�s possible, however, to find 
subgenres unique to the demoscene, 

409
00:50:33,400 --> 00:50:37,840
such as logos, which are meant to display text
in a spectacular manner, similar to graffiti.

410
00:50:40,160 --> 00:50:44,960
These logos sometimes appear next to the demo
in the informational text files as well,

411
00:50:44,960 --> 00:50:49,320
in which case they are recreated by only using
the ASCII character set of the computer.

412
00:50:51,320 --> 00:50:57,160
In the 80s and 90s, it wasn�t just the production process
of such artworks that was more difficult than today.

413
00:50:57,160 --> 00:51:04,520
Without the Internet, general communication and the distribution
of such works was performed the analog way, through ordinary mail.

414
00:51:04,520 --> 00:51:08,400
'Swappers' who eventually created
their own networks across the globe,

415
00:51:08,400 --> 00:51:13,640
put demos, games, and copies of other software
onto floppies and exchanged them via postal mail.

416
00:51:13,640 --> 00:51:22,640
- We, mailtraders, have one-hundred contacts with other 
people. And we were some kind of peer-to-peer network.

417
00:51:22,640 --> 00:51:30,240
- I have stuff from these guys, I write a letter,
pack all the stuffs and send it to the other guys.

418
00:51:30,240 --> 00:51:33,800
- It was important, if you had something new,
you had to get it out to these other people.

419
00:51:33,800 --> 00:51:40,280
- Here in Hungary, you had guys who had more than
five-hundred contacts sending stuff via ordinary mail.

420
00:51:40,280 --> 00:51:43,960
- Who the mailman had to do an extra round for.

421
00:51:43,960 --> 00:51:51,440
- We have full envelopes of floppys,
four floppys, eight floppys all around Europe.

422
00:51:51,440 --> 00:51:57,800
- So I had let�s say twenty huge 
envelopes in my postbox every day.

423
00:51:57,800 --> 00:52:03,080
- Swappers were important people that time in the 
groups, because they would distribute your stuff.

424
00:52:03,080 --> 00:52:13,000
- After every party I released a pack. All the intros
from that party was included in the pack.

425
00:52:17,480 --> 00:52:21,400
Demos and applications weren�t the
only things to be distributed via mail.

426
00:52:21,400 --> 00:52:25,080
Teams of self-appointed editors 
started so-called diskmagazines.

427
00:52:25,080 --> 00:52:29,600
These weren�t just textfiles, but executable
programs displaying their content.

428
00:52:32,000 --> 00:52:40,640
- You had a disk, a PRG file, and it was a magazine,
you loaded it, you selected a category, news, columns, etc.

429
00:52:40,640 --> 00:52:48,000
- And then you sent it to friends, acquaintances,
neighbours, and that�s how it spread around.

430
00:52:51,360 --> 00:52:57,920
- If you go back to these early diskmags,
you�ll see terms like "Stamps back!�

431
00:52:57,920 --> 00:53:06,000
- You know, guys were trying to They didn�t have that much money, 
but you know, you had to keep up all your contacts you had.

432
00:53:06,000 --> 00:53:09,040
- And if you had a hundred contacts, 
you�d say "Stamps back!�,

433
00:53:09,040 --> 00:53:14,080
- meaning send my stamps back to me,
so I can use them or try to use them again.

434
00:53:15,760 --> 00:53:18,760
In these days, even downloading wasn�t the same.

435
00:53:18,760 --> 00:53:21,560
To be exact, the correct term would be �downwhistling�.

436
00:53:24,280 --> 00:53:33,040
- It was in the middle of the 80s when Hungarian national TV
and radio had some experimental broadcasts,

437
00:53:33,040 --> 00:53:37,560
- where they 'whistled down' software.

438
00:53:37,560 --> 00:53:48,960
- Basically, if you save a C64 program 
to a cassette tape, you get this bleepy noise. 

439
00:53:48,960 --> 00:53:54,720
- And then they took this noise, broadcast it, 
and you could record it.

440
00:53:54,720 --> 00:54:01,640
- So if you had a cassette tape recorder, they�d say
�Commodore users, Spectrum users, start recording,�

441
00:54:01,640 --> 00:54:08,200
- you�d record it, take the cassette, and use it
to load the programe on a C64 or Spectrum.

442
00:54:15,440 --> 00:54:20,120
Today, PC demos or intros are 
generally made in one of two ways:

443
00:54:20,120 --> 00:54:23,440
Either from scratch, programming 
the demo from the ground up, 

444
00:54:23,440 --> 00:54:26,520
or by utilizing a demotool created 
by the coder of the group.

445
00:54:31,880 --> 00:54:43,400
- Demomaking, the way I used to do it for example, if I wanted 
to make a 3D object, back then in the group Digital Dynamite,

446
00:54:43,400 --> 00:54:52,000
- I'd draw a 3D blueprint of the letter D
on graph paper, then use the grid to say

447
00:54:52,000 --> 00:55:02,280
- "Okay, this point in the top left will be 0,0;
one square is a unit, so the next on will be 2,0"

448
00:55:02,280 --> 00:55:14,080
- I wrote down the numbers, typed them in, and eventually
somehow managed to display it, because it was in the memory.

449
00:55:14,080 --> 00:55:23,480
- I did this a lot of times, and it got on my nerves, so I said �Okay,
I�m gonna write a program that creates the source code for me!� 

450
00:55:23,480 --> 00:55:31,080
- So I just plot the letter D somehow,
and it spits out the source code.

451
00:55:40,640 --> 00:55:52,640
- If I needed to cite 'real life' examples, then our tool is
Photoshop, 3D Studio, and Premiere combined. 

452
00:55:52,640 --> 00:56:01,160
- They allow you to create textures procedurally,
create 3D models, animate them, edit the animated 3D scenes,

453
00:56:01,160 --> 00:56:05,240
- and then you press the spacebar and the demo is played.

454
00:56:05,240 --> 00:56:13,320
- We don�t use commercial tools, because
we do 64k intros, we wanna make small files.

455
00:56:13,320 --> 00:56:17,400
- We needed specialized tools, so we made some.

456
00:56:25,200 --> 00:56:31,840
- So this is basically the timeline. That little
white cursor shows where we are in the intro.

457
00:56:31,840 --> 00:56:38,200
- This is kinda like Premiere, a standard video editor. 

458
00:56:38,200 --> 00:56:47,160
- These are various events, for example these are
post-processing effects, like contrast, blur, stuff like that.

459
00:56:47,160 --> 00:56:53,360
- See, this is a complete 3D model, 
put together in this tool.

460
00:56:53,360 --> 00:57:02,360
- We don�t work by defining triangles, we instead say
�here�s a torus, with this radius and this number of points.�

461
00:57:02,360 --> 00:57:07,600
- That�s storing three parameters 
instead of twelve thousand points.

462
00:57:07,600 --> 00:57:12,840
- That�s what 64k is about: using three
parameters instead of twelve thousand points.

463
00:57:16,080 --> 00:57:21,360
These incredibly small sizes are achieved by creating
intros with binary program code and its parameters

464
00:57:21,360 --> 00:57:26,200
instead of using large pre-generated
3D models, pictures, videos, or music files.

465
00:57:26,200 --> 00:57:30,880
The computer then uses these parameters
and algorithms to produce the visuals and sound.

466
00:57:33,640 --> 00:57:43,120
- It�s all built out of images like that. There�s nothing mindblowing
in there, but the end result is really well tied together.

467
00:57:49,120 --> 00:57:54,200
- This is not a water simulation, 
even though it looks like one.

468
00:57:54,200 --> 00:57:59,640
- Those are not real sparkles, even though
it looks like the sun is reflecting back.

469
00:57:59,640 --> 00:58:08,440
- So none of these are simulations of real things,
just different methods made to look like the real thing.

470
00:58:11,520 --> 00:58:22,280
- These are the events being rendered, for example this layer
is the clouds behind the sun, not sure if you can see it.

471
00:58:22,280 --> 00:58:29,360
- The next one is the sky, 
a simple rectangle with a color gradient.

472
00:58:29,360 --> 00:58:37,080
- The next one is the water, you can see
that it�s just a simple texture scrolling.

473
00:58:37,080 --> 00:58:44,960
- The next one is the sparkles on the water,
which are simple particles.

474
00:58:44,960 --> 00:58:56,480
- The trick is that we have this effect where you can offset 
lines horizontally, and if you apply it, it looks like water flowing,

475
00:58:56,480 --> 00:59:04,720
- you have the scrolling texture 
and it has sparkles of light on it.

476
00:59:04,720 --> 00:59:10,960
- So with this stuff you can do really
spectacular things in a really small size for a 64k.

477
00:59:20,360 --> 00:59:23,240
Of course, not everyone wants to make a demotool.

478
00:59:23,240 --> 00:59:26,720
Some people have more fun starting from scratch
every time they make a demo.

479
00:59:31,080 --> 00:59:36,880
- I�ll draw three times forty lines, and
I�ll have the camera rotate around it.

480
00:59:36,880 --> 00:59:41,880
- Here we have the lines, and now
we start adding effects one by one. 

481
00:59:41,880 --> 00:59:47,520
- First, let�s bend them.

482
00:59:47,520 --> 00:59:51,800
- This is the line that makes them bend,
here�s how it works:

483
00:59:51,800 --> 01:00:01,040
- you have the center of those little axes there, XYZ coordinates, 
and I�m going to rotate them using their distance from the origin,

484
01:00:01,040 --> 01:00:07,000
- multiply it with a sine value
depending on the time, do this on two axes,

485
01:00:07,000 --> 01:00:11,280
- then write the result back to the original
XYZ vector, and render them on screen.

486
01:00:16,360 --> 01:00:23,080
- Let�s say I want the lines to be longer
if they�re farther from the origin.

487
01:00:23,080 --> 01:00:30,800
- V stands for the length of the lines: it�s the distance
from the origin, meaning the absolute value of i, divided by ten.

488
01:00:30,800 --> 01:00:38,240
- That�s why they�re longer when they�re farther away, because
if the coordinates are bigger, it means they�re farther off.

489
01:00:38,240 --> 01:00:43,560
- Down here I add V to the coordinates: X, then Y, then Z.

490
01:00:50,760 --> 01:00:53,560
The complexity of program code can grow infinitely;

491
01:00:53,560 --> 01:00:59,040
even among the most spectacular demos you can find some
where the demo was created entirely from scratch,

492
01:00:59,040 --> 01:01:01,680
without the use of a demotool or other such software.

493
01:01:10,080 --> 01:01:14,920
With time, works that cannot be classified as music,
graphics or demos have appeared.

494
01:01:16,520 --> 01:01:18,720
This gave birth to  the 'wild' category.

495
01:01:19,320 --> 01:01:27,320
- It can be a really well rendered animation,
a short film, or any sort of horrible crap.

496
01:01:27,840 --> 01:01:31,040
Murphy. Coder, graphics artist, member of Exceed.

497
01:01:31,040 --> 01:01:34,240
The editor of Scene.hu, 
and a genuine demoscene encyclopedia.

498
01:01:39,480 --> 01:01:46,600
- A few years back, I think it was at Breakpoint, they had 
a wild entry which was this huge machine they pushed on stage,

499
01:01:46,600 --> 01:01:54,120
- they had a 3x3x3 or 8x8x8 LED cube, and all sorts of 
blinking crap on it, and it just stood there doing it�s thing.

500
01:01:54,120 --> 01:02:01,600
- There�s been liveacts at wild compos, meaning
it wasn�t projected, but people went up on stage.

501
01:02:12,360 --> 01:02:21,400
- Someone takes a microcontroller from
a refrigerator and makes a demo for it

502
01:02:21,400 --> 01:02:24,360
- But we can safely consider it a joke!
- No!

503
01:02:24,360 --> 01:02:28,040
- Okay, sure, when he�s making 
it he considers it dead serious.

504
01:02:28,040 --> 01:02:32,160
- Yeah, and when you�re watching it, you�re watching it
seriously because it goes on for three minutes,

505
01:02:32,160 --> 01:02:34,560
- it has good looking effects, great music,

506
01:02:34,560 --> 01:02:42,360
- it�s just that when it starts off, and he mentions that 
this is a microcontroller used in the whatever brand of refrigerators,

507
01:02:42,360 --> 01:02:45,440
you can�t helping think �Riiiight, let�s see�.

508
01:03:01,720 --> 01:03:06,720
- At some point someone made a production for a really extreme 
platform, and they�ve been trying to top each other ever since.

509
01:03:06,720 --> 01:03:14,440
- Practically speaking, there are no platforms in the world 
which haven�t had demoscene activity on them at some point.

510
01:03:14,440 --> 01:03:18,160
- From pocket calculators to apartment buildings.

511
01:03:20,600 --> 01:03:24,520
While they don�t strictly tie in to the scene,
one could perhaps classify the animations

512
01:03:24,520 --> 01:03:28,440
which are displayed on the wall 
of the 18-story Sch�nherz dormitory

513
01:03:28,440 --> 01:03:32,920
at Budapest University of Technology every year
during the Sch�nherz Qpa a wild demo.

514
01:03:32,920 --> 01:03:36,320
Originally, this merely meant using lamps
placed in the dorm room windows, 

515
01:03:36,320 --> 01:03:43,080
but from 2010, the display was upgraded to provide a higher 
resolution and colors for the event entitled The Matrix.

516
01:03:49,520 --> 01:03:55,800
- In Hungary, you had this competition called the 
'lamer demo'. It didn�t really take root anywhere else.

517
01:03:55,800 --> 01:03:58,040
- Not our fault!

518
01:03:58,040 --> 01:04:09,160
- The idea was that most of the wild demos were meant 
to be 'funny', so why not make a separate compo for them?

519
01:04:09,160 --> 01:04:15,960
You have the nicest hair in the world! Can I touch it?
Wait, I didn�t mean that, NO!

520
01:04:15,960 --> 01:04:20,040
- For a few years, this was the most popular compo.

521
01:04:20,040 --> 01:04:24,480
- Yeah, �cos you didn�t really need
large amounts of technical knowledge,

522
01:04:24,480 --> 01:04:29,640
- you just took some primitive animation,
and added some �hilarious� music or voiceover.

523
01:04:29,640 --> 01:04:34,280
- There were some genuinely funny ones,
but most of them were just exhausting.

524
01:04:34,280 --> 01:04:42,880
This child will start using Windows at the age of 38,
get a heart attack at the age of 40, and die at the age of 41.

525
01:04:48,720 --> 01:04:52,800
The demoscene is the most popular today 
in Germany and Northern Europe. 

526
01:04:52,800 --> 01:04:56,320
These countries also host the largest annual parties as well.

527
01:04:56,320 --> 01:05:03,600
Breakpoint, in Germany, held 8 times until 2010, hosted more 
than a thousand people from almost 30 countries around the world.

528
01:05:03,600 --> 01:05:07,800
Similarly grandiose are Assembly in Finland, 
or The Gathering in Norway,

529
01:05:07,800 --> 01:05:12,840
which both originated as demoparties, but are now
open for the masses of computer gamers as well.

530
01:05:15,680 --> 01:05:21,800
Smaller events occur all over the world, and the number 
of productions released so far have grown over 50000.

531
01:05:21,800 --> 01:05:27,440
The roster is obviously huge, so becoming one of 
the best and most recognized isn�t an easy task.

532
01:05:27,440 --> 01:05:31,400
But from time to time, Hungarian groups
have proven their place among the best,

533
01:05:31,400 --> 01:05:34,520
presenting artists whose reputation 
spreads across continents.

534
01:05:37,080 --> 01:05:45,480
- NVIDIA was organizing a demoparty in San Jose,
in the US, and they asked Gargaj to host the event!

535
01:05:45,480 --> 01:05:51,600
- They wanted someone authentic, so they took
a Hungarian dude to the US to speak English!

536
01:05:51,600 --> 01:05:57,200
- There are always a few groups
who are remarkable, sometimes British,

537
01:05:57,200 --> 01:06:02,640
- sometimes Norwegian, sometimes German, 
sometimes Finnish.

538
01:06:02,640 --> 01:06:09,280
- And yeah, sometimes Hungarian groups
manage to make their way to the top as well.

539
01:06:11,320 --> 01:06:17,400
Conspiracy is one of these groups, formed in 2002
by members of the 3 most active groups at the time.

540
01:06:17,400 --> 01:06:23,640
- We appeared in the scene with this group
to challenge the kings of 64k at the time,

541
01:06:23,640 --> 01:06:29,840
- the ones who bludgeoned anyone to the point
that people withdrew releases from compos

542
01:06:29,840 --> 01:06:36,120
- when they found out that there�s a Farbrausch intro,
because they had no chance!

543
01:06:36,120 --> 01:06:39,920
- And with our first release, 
we just blew them away!

544
01:06:39,920 --> 01:06:44,080
- Conspiracy showed up at Breakpoint, 
has a four-parter, you know,

545
01:06:44,080 --> 01:06:50,120
- four whole complete demo parts in one 64K intro,
which was astounding!

546
01:07:01,040 --> 01:07:04,360
- Is still going?

547
01:07:04,360 --> 01:07:06,440
- Is STILL going???

548
01:07:06,440 --> 01:07:12,400
- We made it in complete secret, nobody knew
that we had an intro, nobody even knew that we existed.

549
01:07:18,440 --> 01:07:23,720
- We wanted a blockbuster effect,
you know, boom, here we are! And it worked!

550
01:07:28,440 --> 01:07:35,480
- We�re sitting there at the competition, the intros are 
playing, and some of the last ones are being played,

551
01:07:35,480 --> 01:07:43,120
- �cuz you never know how many intros are there, they 
never tell you, you just go �Oh another one! Excellent!�

552
01:07:43,120 --> 01:07:50,800
- So there were some good ones, then Farbrausch�s 
intro gets played, which is a really damn good intro,

553
01:07:50,800 --> 01:07:58,640
- the first intro to have an animated human person,
a naked chick for good measure, so go figure!

554
01:08:06,840 --> 01:08:13,640
- So their intro ends, everyone thinks the compo is over,
and then they start playing ours as the last one.

555
01:08:13,640 --> 01:08:22,520
- Tomcat is sitting behind me going �They might as well just
not play this one!� �Cuz you know, Farbrausch was just that good.

556
01:08:22,520 --> 01:08:32,480
- So we had our intro, Project Genesis, and it�s ten minutes long,
very very versatile, and there are parts in it for everyone to like.

557
01:08:39,640 --> 01:08:43,080
- We put a huge logo in the front saying 'Conspiracy',

558
01:08:43,080 --> 01:08:50,960
- no-one knew what the hell who they were or what 
they wanted, but we left the actual credits to the end.

559
01:08:50,960 --> 01:08:59,720
- We used realtime cloth simulation to put out a Hungarian 
flag, and we had our names appear in front of it.

560
01:08:59,720 --> 01:09:05,200
- So when my name appears, 
Tomcat punches me in the shoulder

561
01:09:05,200 --> 01:09:08,840
- and goes 
�F*ck you, you bastards never mentioned this!�

562
01:09:16,840 --> 01:09:22,160
- Gargaj just jumped up, and started waving the
Hungarian flag in the front row, that was excellent.

563
01:09:34,720 --> 01:09:42,960
Their initial success was followed by even more. Their 64k intro 
Chaos Theory is possibly the best known Hungarian intro in the world. 

564
01:09:42,960 --> 01:09:50,280
It�s popularity and reverence is best shown by the fact that the 
French demogroup FRequency created a 4k remix for MAIN 2010.

565
01:09:51,560 --> 01:09:58,440
- Two weeks ago, we were searching for an idea
to do a quick compo for the 4k.

566
01:09:58,440 --> 01:10:08,520
- We were watching demos like usually
late at night with friends and we thought: 

567
01:10:08,520 --> 01:10:14,840
- Hey, why not take a 64k and try to make it into 4k?

568
01:10:14,840 --> 01:10:21,120
- And when we said this, the first 64k
that came into our mind was Chaos Theory.

569
01:10:25,760 --> 01:10:29,640
- It�s really famous in the intro scene,

570
01:10:29,640 --> 01:10:41,040
- beacuse it�s quite the first demo to have such an
entertaining music and such complex visual in a so tight size.

571
01:10:47,840 --> 01:10:52,280
Of course, Conspiracy isn�t the only
Hungarian group we can be proud of. 

572
01:10:52,280 --> 01:10:57,480
Exceed, in 2000, made demo history when they won
both of the biggest demoparties in one year.

573
01:11:06,560 --> 01:11:14,480
Their 64k intro Heaven 7 is still considered to be among one of the 
best to this day, and their demo Spot won Assembly in Finland.

574
01:11:14,480 --> 01:11:17,120
The list of Hungarian groups� successes could go on:

575
01:11:17,120 --> 01:11:23,920
On the C64, the demo Soiled Legacy by Resource used to be 
considered as one of the 10 best demos on the platform for years.

576
01:11:29,600 --> 01:11:34,800
- The funny thing is, this sort of 
Hungarian spirit exists in the scene too.

577
01:11:34,800 --> 01:11:40,480
- Consider the period of time around 
the Olympics in Barcelona or Sydney,

578
01:11:40,480 --> 01:11:46,120
- when the entire country was rooting for Egerszegi Krisztina,
Kov�cs �gi, Darnyi Tam�s, Nagy T�mea.

579
01:11:46,120 --> 01:11:52,360
- I think this kind of support can be felt by demogroups too,
we know we�re a little handicapped due to the history,

580
01:11:52,360 --> 01:11:54,840
- we�re sort of the underdogs,

581
01:11:54,840 --> 01:12:01,400
- and that creates that Hungarian spirit where you
get a small team just blowing away the competition!

582
01:12:07,200 --> 01:12:11,920
- So what happened around �91-�92?

583
01:12:11,920 --> 01:12:22,400
- It was unusual because this being the Eastern Bloc,
even the active sceners had a problem with the language barrier.

584
01:12:28,840 --> 01:12:36,480
- There was a huge group of people though. We had
demoparties with over a thousand people here in Hungary.

585
01:12:36,480 --> 01:12:47,720
- The scene was huge back then, and we were fine on our own,
�cos there were years where you had six to eight parties.

586
01:12:47,720 --> 01:12:55,120
- There�s been years where you had as many parties
as four other countries combined

587
01:12:55,120 --> 01:13:00,880
- so much stuff was happening 
that we were doing fine or our own.

588
01:13:06,680 --> 01:13:11,560
- To show how successful Hungarians are, 
there�s a site called Pou�t,

589
01:13:11,560 --> 01:13:17,080
- which is the biggest demoscene site and
has almost all the prods you can think of. 

590
01:13:17,080 --> 01:13:20,240
- It has a Top Ten chart of the most popular demos,

591
01:13:20,240 --> 01:13:25,880
- and I don�t know how it is now, but there used to be
a time where three out of ten were Hungarian ones.

592
01:13:25,880 --> 01:13:28,280
- So what's the highest honour for your work?

593
01:13:28,280 --> 01:13:33,360
- When you win a party, especially if you win
against people who were doing their best.

594
01:13:33,360 --> 01:13:37,960
- It depends I guess. My favorite recognition
is the kind where someone comes up at a party

595
01:13:37,960 --> 01:13:41,320
- and says �whoa, you�re the one who made the wow.�

596
01:13:41,320 --> 01:13:47,560
- You know, when you can see that the work has travelled
all the way down the chain, to people who only heard of it,

597
01:13:47,560 --> 01:13:52,480
- and are surprised as they go
�Wow, you made that? I saw it so many times, I loved it!�

598
01:13:52,480 --> 01:13:58,280
- Indeed, that�s the best, when they don�t know you made it
and they find out. I think that�s the best kind of recognition.

599
01:14:03,240 --> 01:14:07,680
One of the idiosyncratic motifs of mutual
reverence in demos are the 'greetings',

600
01:14:07,680 --> 01:14:11,080
where the creators of the demo pay respect
to the groups they greatly admire.

601
01:14:11,080 --> 01:14:15,280
Being greeted in a demo made by one of the
popular groups is considered a badge of honor, 

602
01:14:15,280 --> 01:14:18,520
as it expresses that they consider 
your work to be one of the best.

603
01:14:21,600 --> 01:14:27,000
- So do you have 'celebrities' or 'legends' in Hungary?

604
01:14:27,000 --> 01:14:34,760
- Legends are made by people who are younger, for example 
I guess today it�s Gargaj and his group who are the most popular,

605
01:14:34,760 --> 01:14:39,560
- so for newcomers, they�re the ones 
who are considered legends.

606
01:14:39,560 --> 01:14:43,120
- You�ve been legends too!

607
01:14:43,120 --> 01:14:51,200
- Yeah, I read diskmag articles about Murphy. It�s really
bizarre to meet someone you�ve read so much about!

608
01:14:55,680 --> 01:14:59,160
Occasionally, a demo becomes 
popular outside the scene as well.

609
01:14:59,160 --> 01:15:05,680
- I�m in Szeged, piss-drunk, and above me, two guys are
talking about 64k intros and Conspiracy and stuff like that.

610
01:15:05,680 --> 01:15:11,040
- I look up, ask �What? you know Conspiracy?�
�Yeah! They�re awesome!�

611
01:15:11,040 --> 01:15:15,800
- �Hi, I�m BoyC.� Dude�s eyes widen, he goes
�the f*ck are you doing here?� 

612
01:15:15,800 --> 01:15:17,840
- �What? I came to see a concert�

613
01:15:23,840 --> 01:15:32,320
- We were boozing next to the ELTE around the ZP, and 
these three girls show up, some friend brought them along,

614
01:15:32,320 --> 01:15:39,080
- and a buddy asks me to show them Chaos Theory,
�coz I had a video of it on my phone.

615
01:15:39,080 --> 01:15:44,880
- So I show it to one of the girls, and she goes
�Oh I know, we studied this one!�

616
01:15:55,280 --> 01:15:57,240
The demoscene is dead.

617
01:15:58,520 --> 01:16:02,720
- The phrase "the scene is dead"
has been around for the past thirty years.

618
01:16:02,720 --> 01:16:08,880
- I joined the scene around �98, and already in �98
people were trying to bury it or well, it was different!

619
01:16:08,880 --> 01:16:17,640
- Fifteen years ago you had half a dozen or
a dozen parties a year, and that dropped off a lot.

620
01:16:17,640 --> 01:16:28,880
When we did SCEnEST in �96, we had twelve-hundred 
paying visitors! That was one hell of a party!

621
01:16:36,480 --> 01:16:43,440
- The generation who were attending high school later
went to university, grew up, whoops, family happened,

622
01:16:43,440 --> 01:16:49,600
- work happened, everything happened, and
the enthusiasm is still there, but the time isn�t.

623
01:16:49,600 --> 01:16:54,720
- Really sitting down to make a good demo,
the last time that happened, was in 1999.

624
01:16:54,720 --> 01:17:00,960
- Now it�s no group, no demo?
- No, not really, there are always plans, but it never happens.

625
01:17:00,960 --> 01:17:04,440
- Why?
- Because I�m old!

626
01:17:04,440 --> 01:17:08,400
- And you can�t write demos now?
- I can but

627
01:17:08,400 --> 01:17:14,480
- I�m old and lazy. No, I mean,
I don�t have the time, or rather, the mood.

628
01:17:14,480 --> 01:17:18,680
- You go home after working ten hours - don�t laugh

629
01:17:18,680 --> 01:17:25,960
- ten hours in the office, you don�t really wanna go home
and do the same thing afterwards, it doesn�t work.

630
01:17:29,720 --> 01:17:38,440
- There�s still a new generation, but they�re not as 
numerous as they used to be in the �golden era�.

631
01:17:38,440 --> 01:17:42,240
- To create a demo there is a lot of work involved within.

632
01:17:42,240 --> 01:17:47,280
- And not necessarily the same instant feedback
and gratification you can get from, say,

633
01:17:47,280 --> 01:17:51,160
- making a YouTube video in five minutes,
and then you get like fifty thousand hits

634
01:17:51,160 --> 01:17:54,720
- from people telling you that either 
it�s brilliant or that you suck.

635
01:17:54,720 --> 01:17:56,520
- You don�t get that in the demoscene,

636
01:17:56,520 --> 01:18:02,560
- you might get like twelve people saying how brilliant 
it is and three hundred people tell you, that it sucks.

637
01:18:02,560 --> 01:18:09,680
- So the payoff isn�t necessarily there for kids to say:
�I want to spend that amount of time�.

638
01:18:09,680 --> 01:18:19,040
- Back then Orange was a great example who could go from zero to 
hero in a year just by working hard to produce something world class.

639
01:18:19,040 --> 01:18:23,520
- Today, if you start from scratch, it takes about four years.

640
01:18:23,520 --> 01:18:31,280
- A viral video on the Internet lasts what?
Less than 15 minutes of fame.

641
01:18:31,280 --> 01:18:39,920
- But, you know a demo we remember demos from last year,
the year before, ten years ago, fifteen years ago.

642
01:18:39,920 --> 01:18:47,480
- If you could put out a rotating cube on the screen,
you were the king. The standards are so different now. 

643
01:18:47,480 --> 01:18:55,120
- Think about it, you go to the movies, watch Avatar,
that�s the kind of quality you�re up against.

644
01:19:06,280 --> 01:19:15,080
- That�s why you have to help them. It�s almost as if you
have to prepare them mentally to create their first demo.

645
01:19:15,080 --> 01:19:24,000
- Yeah, it is a problem that they don�t dare to, but it�s a pretty
silly attitude, if you can�t then you can�t, but you at least tried.

646
01:19:24,000 --> 01:19:31,440
- It�s all about the attitude. The point is whether you
want to be successful in the scene or just want to be present. 

647
01:19:31,440 --> 01:19:37,720
- If you want to be successful, you have to write a tool,
work for years, find a graphics artist, find a designer.

648
01:19:37,720 --> 01:19:41,720
- If you just wanna have fun, 
just sit down and make some demos.

649
01:19:45,440 --> 01:19:53,760
- Think about it; the scene is a rather technically-oriented,
artistic, computer-centric, underground, free-for-all thing.

650
01:19:53,760 --> 01:19:57,400
- Are you surprised that it�s not popular?!

651
01:19:57,400 --> 01:20:06,160
- I think it�s normal, you have the Internet now, console this,
console that, kids are occupied by different things.

652
01:20:06,160 --> 01:20:12,240
- Back then, you know, we didn�t have the Internet,
we just hacked away on our little computers we bought 

653
01:20:12,240 --> 01:20:19,320
- We bought? I mean our parents bought!
And we thought it was really interesting, what we could do.

654
01:20:19,320 --> 01:20:24,120
- In any given city you had a limited number of computers,
and some people started doing creative things on them,

655
01:20:24,120 --> 01:20:29,840
-  in some way it was a privilege. Nowadays, everyone
uses computers, so you can�t really spread that far.

656
01:20:29,840 --> 01:20:38,120
- If kids sit down in front of the Internet today, they have
the whole world in front of them, they do what they want,

657
01:20:38,120 --> 01:20:42,800
- they play games, they browse. It�s different,
the world works differently now.

658
01:20:47,440 --> 01:20:56,600
- You gotta realize, back in �95, the most spectacular things
you could see on a computer were demos.

659
01:20:56,600 --> 01:21:02,720
- Games were mostly still 2D at the time,
they were a step behind. 

660
01:21:02,720 --> 01:21:11,920
- They were way beyond games made by professional studios,
they were capable of producing better quality.

661
01:21:11,920 --> 01:21:16,440
- Now all you have to do is to go to YouTube,

662
01:21:16,440 --> 01:21:22,680
- and check out the showreels of the ten best
VFX studios to see what the top of the line is.

663
01:21:22,680 --> 01:21:25,440
- We didn�t have Toy Story and things like that. 

664
01:21:25,440 --> 01:21:30,040
- Now someone can go to the movies, and then see 
a 4k intro, and obviously wonder what the point is?!

665
01:21:30,040 --> 01:21:45,040
- You can�t really visually match up a cutscene made with hundreds 
of man-months of work with the spare-time activity of 5-6 people.

666
01:21:45,040 --> 01:21:49,560
- So it�s more about new ideas nowadays.

667
01:21:56,200 --> 01:22:01,080
- The older ones are always complaining
about the lack of newcomers,

668
01:22:01,080 --> 01:22:07,680
- but there�s always a few new groups, new guys,
they learn their chops, and they evolve.

669
01:22:07,680 --> 01:22:19,280
- I�ll say this: I�m really really lucky to have the demoscene.
I feel very fortunate, and it worked out really well.

670
01:22:19,280 --> 01:22:22,120
- So how did you find it?

671
01:22:22,120 --> 01:22:27,560
- I was looking for programming stuff,
and I accidentally stumbled upon it.

672
01:22:27,560 --> 01:22:32,160
- And when I saw it, I just thought, 
�Wow, what�s this, this is so cool!�

673
01:22:32,800 --> 01:22:38,960
MaxUser6000. Travelled all the way from Transylvania
to Budapest to present his first demo ever at Function 2010.

674
01:22:39,680 --> 01:22:44,520
- When my demo was running, 
my heart started beating really fast!

675
01:22:44,520 --> 01:22:48,880
- Like a band playing on stage?
- Exactly, like a band on stage!

676
01:22:55,400 --> 01:22:59,600
- So what was your aim when you sat down to 
make a demo? �Cos there is pretty tough competition.

677
01:22:59,600 --> 01:23:02,080
- Do you wanna place well? Or win?

678
01:23:02,080 --> 01:23:10,280
- I was just thinking of the demo, to make a demo that doesn�t
assault the audience too much, maybe they�ll even enjoy it a bit.

679
01:23:10,280 --> 01:23:15,040
- That�s what I planned, 
and it turned out better than I intended!

680
01:23:23,680 --> 01:23:29,480
�Better than intended� in this case means that the demo
finished first in the demo competition after the audience vote.

681
01:23:29,480 --> 01:23:34,480
And while there isn�t much to be gained apart from
recognition and some modest prizes from the sponsors,

682
01:23:34,480 --> 01:23:38,320
there�s a chance that experience gained in the 
scene will provide him with a good job offer.

683
01:23:38,320 --> 01:23:43,680
- The biggest job market for demosceners
is obviously game development,

684
01:23:43,680 --> 01:23:47,040
- or sometimes people end up working 
for animation studios.

685
01:23:47,040 --> 01:23:52,880
- I for one ended up as a game developer,

686
01:23:52,880 --> 01:24:00,960
- because the CEO of one of the older game development 
companies used to attend parties to headhunt new talent.

687
01:24:00,960 --> 01:24:08,120
- I don�t want to lie, but for me, for about 7-8 years, this was
just a hobby, for 7-8 years I was just making music constantly.

688
01:24:08,120 --> 01:24:13,440
- Then I reached the point where 
I was able to make a living out of it, 

689
01:24:13,440 --> 01:24:18,760
- because I did it for so long that
the demoscene became a springboard for me.

690
01:24:18,760 --> 01:24:24,240
- It�s a great sandbox to learn in, if you do something,
you get immediate feedback.

691
01:24:24,240 --> 01:24:32,760
- Your demo is played, the crowd is jeering, they�ll 
tell you immediately if it was crap or if it was great.

692
01:24:32,760 --> 01:24:41,440
- And you can learn a lot from this
how to put it, blunt and unfiltered feedback.

693
01:24:41,440 --> 01:24:45,880
- You learn what works and what doesn�t.

694
01:24:53,120 --> 01:25:06,080
- The people who started this in the early-mid-�90s, they�re
probably all working for some game development studio now,

695
01:25:06,080 --> 01:25:13,360
- or some sort of visual effects or post-production company.

696
01:25:13,360 --> 01:25:18,400
- These people really know their stuff, you know?

697
01:25:18,400 --> 01:25:27,160
- And they work in really big companies 
like Pixar, or Apple, Microsoft.

698
01:25:28,360 --> 01:25:35,160
These people not only work for some of the biggest companies, many 
European game development studios were founded by demosceners. 

699
01:25:35,160 --> 01:25:40,040
Demogroups were responsible for the birth of DICE,
creator of the Battlefield series;

700
01:25:40,040 --> 01:25:43,440
or Remedy, authors of games 
like Max Payne and Alan Wake.

701
01:25:43,440 --> 01:25:47,480
Several demo musicians have also worked on
successful game soundtracks as well, 

702
01:25:47,480 --> 01:25:50,000
such as Assassins� Creed or the Unreal series.

703
01:25:50,000 --> 01:25:57,120
We�ve also seen multinational corporations such as NVIDIA, Intel 
or Microsoft organize their own demoparties or demo competitions,

704
01:25:57,120 --> 01:26:00,320
providing their own tools for the creators to produce with.

705
01:26:43,120 --> 01:26:47,480
Artists in the scene aren�t motivated 
by publicity or worldwide success.

706
01:26:47,480 --> 01:26:53,560
As professional they are, their works are only intended for
those few hundred people who understand and appreciate them. 

707
01:26:53,560 --> 01:26:58,800
Their works may be world class, yet they don�t seem to mind
that the world itself has probably never heard of them.

708
01:26:58,800 --> 01:27:04,200
- The demoscene is an amateur league.
People don�t take it as seriously.

709
01:27:04,200 --> 01:27:10,520
- I mean, even if the coder and the graphics artist put
something extraordinary in the demo, it�s still a hobby.

710
01:27:10,520 --> 01:27:14,920
- If the musician writes a great song
that could be a hit single, it�s still a hobby.

711
01:27:14,920 --> 01:27:19,160
- It�s about showing your production to
that very small circle of people.

712
01:27:19,160 --> 01:27:26,320
- I don�t want to do something that interests everyone,
because that�s the best part about it,

713
01:27:26,320 --> 01:27:32,280
- that it�s limited to these few people, 
it�s their hobby, and that�s it.

714
01:27:35,200 --> 01:27:40,520
Whether we recognize the values of our era
and our past depends on us.

715
01:27:40,520 --> 01:27:45,200
What we learn from our cultural 
environment also depends on us.

716
01:27:45,200 --> 01:27:48,720
There�s always a new and exciting scene to discover. 

717
01:27:48,720 --> 01:27:53,720
Whether we color the future or let it fade to gray,
ultimately, depends on us.