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Amiga OCS/ECS Amiga OS4 Android vS-online CODE: hukka/Void Menthos/Nukleus Balder+Brow/Nukleus Brow/Nukleus Puni/Void INTRO PIC: Menthos/Nukleus INTRO MSX: Sleipner/Nukleus MAG MSX (A500, OS4): mAZE/Moods Plateau^Void Curt Cool/Depth^Nah-Kolor Triace/Desire^Insane MAG + INTRO GFX: Browallia/Nukleus BJC VOTE SYSTEM: Cefa68000/Nukleus ARTICLES: .* Bobic/4sceners^bitfellas, Ghandy/Moods Plateau^Scarab .* mAZE/Moods Plateau^Void, Yes, Chan, Menace/Spaceballs .* Analogue, Dire^Darkage, grmmxi/impure, Magic/Nah-Kolor .* Emurfr3ak/Void, hukka/Void, spot/Up Rough^ds!, Puni/Void .* Rumrunner/Void, Cefa68000/Nukleus, Smaugur/Nukleus .* Richard/Kestra^Bitworld, Shoe, BroBK-wallia/Nukleus .* ************* *. .* *. .* *. .* *. .* R E S O U R C E & *. .* C O N T A C T *. .* *. .* *. B L D .* *. OFFICIAL VERSUS PAGE www.nukleus.nu/versus TWITTER twitter.com/VersusAmiga FACEBOOK |+668-fIND oUT!-(handle+group)| .* *. CONTACT & CO-OPS nukleus[vS]nukleus[vS]nu .* punivoid[vS]protonmail[vS]com .* *. B @.* *. .* *. * V E R S U S #8 *. .* *. .*you are not the 0n1y one! .* .* .* Vote start: 2018-04-07 .* Vote end: 2018-05-11 .*MNDϪ[ZYXWVUTSRQPONE+ versus8.exe.infoBpMOJ)@_@bz@OH@QJ(rπ<c?r?r?xb??p<`x8?À8q`0n`loo0nco>fo>fo0f`0``MP@*@@ @@ "c"  @@@D@ B$eB=<;:9876543210/.-,+*)('&%$#"! beeH~}|{zyxwvutsrqponmlkjihgbffHHbggH>=<;:9876543210/.-,+*)('&%$#"!      bhhHq~}|{zyxwvutsrqponmlkjihgfedcba`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?biiH]bjjHI@     bkkH4^]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"! bllH ~}|{zyxwvutsrqponmlkjihgfedcba`_bmmHs| bnn1A@?>=<;:9876543210/.-,+*)('&%$#"! bbe+  @@3@@6@"@#&|` ~M .f .gNuH 3@H@3@LNu 9/f3 Nu999xNuHH$<a~LQLNuafaatpa @a`#T3Xa6#a&AC,a>AC4a.Cz;B\startup-sequencexy;3)df0:c/border on df0:c/climaxx -c -t df0:boot.txt df0:demo {|n}|B\boot.txtp{}U Where Amiga Memories Live On __ _____ (__) / _ \ _____ __ _________ / /_\ \ / \| |/ ___\__ \ / | \ Y Y \ / /_/ > __ \_ \____|__ /__|_| /__\___ (____ / {;Z \/ \/ /_____/ \/DB https://AmigaDB.net --- YOUR PORTAL TO AMIGA HISTORY --- ~hB\cp7B\cls~m-] ?g $<Lv`$<Mv,yC@pN*@N"N"MNbpNudos.library Parameters are not required  7tB\border~󫔿HzHHI&TNJg,$! 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SsdM7'  &+j,1hZ,6Fd޸Z,60Ppp`P0Z (0VT7Pm "4(5@)*+,-./0123  !"#$%&'(Table of ContentsEditorialCreditsList of VotersVersubs goes social mediaDisclaimerHow votes are calculatedAmiga news around the GlobeThe making of VoidBootSocial Media chartsA chartsmag's right to existThe first demo40 sceners is Ascii scene todayAbout SaxoniaDD: the young yet so old PharaoAn Amiga Podcast OdysseyParty info between the linesReview: Irregular Review #4Revision 2018 Party ReportBest of Amiga @ Revision 2018Datastorm 2017 summer reportGame intros from the past (1/2)Games from the past (b(cR2/2)The Return of Amiga JokerPortals forewordKestra BitworldOrange JuiceSex Killed ScenetBack to the RootsWhat was Diskmag.de about?Demozoo - let the animal objects inPouet - increasing with stabilitySAFIR - shelter around the fireThe saga of textmod.esaSCIIARENa - house of collectionsBitfellas: fellow species sharing UniverseAn outsider's journey into Amiga ASCIIFive on the Cyberstreet with Puni/VoidReal party is isolated on (Monkey) IslandBetter lubAck next timeClosing 2018 chapterBest DemoBest IntroBest 4KBest CoderBest GraphicianBest MusicianBest Website/BBSBest PartyBest Oldschool EffectBest AsciianBest GamePrevious pageNext pageVersus #8 by Nukleus & VoidPlay "nu_&_klear_ius" by Curt CoolPlay "Juni-Korn" by TriacePlay "chippy_nr.514" by mAZE$<Qo%A`~,Hmbؐ@h *AOZit &/8CMYdp|  3\imqty{    z4 4 !$(),*,-058=P?BFxIb JM^P TtXZ]`egj|lnoor*tvx.z~~z~HZF6lr ."hnBʸ0ϸѤ\؞ۆޠZb|f :!4"n'-2|3D7=rCEIMnNRRV>[8`dh jRo0sx.|xDDzvRb!Gbz(0:@dF: @#'* -26;(>CGKQjW]4cHdioHtyF~Xx(f8Ўؘ fP |$Z(-j0267= CFIOU[`d`iho ptw| Rh|`ltZ\.Jb" ._______ .____ _ __ ___ _____| /____ ___/\ _ __/\ ___| \ _ __/\ \__\\ | // ___/___ \\ _ //___ | \\ _ //___ iSSUE #8 \ / __)___ / _/__ \/ \ \_ \/ \ ___ __ _ \______/_____ /_\_____________/_______/________//__// \/ -------------------------------------------------- Editorialb#m Credits List of voters Versus goes social media Disclaimer How votes are calculated (Article list continued on next page) -------------------------------------------------- Left/Right mouse button, Up/Down arrow keys ..... Previous/next page Left/Right arrow keys............b$}................ Previous/next article ESC ............................................. Quit Click on an article title above to view it, use top toolbar for charts. Amiga Scene Amiga news around the Globe The making of VoidBoot Social Media charts A chartsmag's right to exist The first demo 40 scenb%\ers is Ascii scene today About Saxonia DD: the young yet so old Pharao An Amiga Podcast Odyssey Party info between the lines Reviews Review: Irregular Review #4 Revision 2018 Party Report Best of Amiga @ Revision 2018 Datastorm 2017 summer report b&[ Game intros from the past (1/2) Games from the past (2/2) The Return of Amiga Joker Portal Stories Portals foreword Kestra Bitworld Orange Juice Sex Killed Scenet Back to the Roots What was Diskmag.de about? b' Demozoo - let the animal objects in Pouet - increasing with stability SAFIR - shelter around the fire The saga of textmod.es aSCIIARENa - house of collections Bitfellas: fellow species sharing Universe General An outsider's journey into Amiga ASCII Five on the Cyberstreet with Puni/Void b(X Real party is isolated on (Monkey) Island Better luck next time Closing 2018 chapter Editorial by Versus staff Amigans and Gentlemen, what comes first, the scroller or the guru meditation? same Life, same potatoe on the plate same Amiga - a low dressed wife but another issue - crossing faith. Dear believer, we scrolled you again! I think nobody actually woulb)_.d question that we got 58 votes in Amiga scene in the year of 2018! So first off, I would like to thank all who voted + all of you who care about the Amiga scene! You rock! All those people over the years saying Amiga scene is dead, you are excused. In a scientific way, nothing dies until fully extincition. But enough of Death, and Life. This is about processs. Versus is about process and a bookmark where the scene is right now. Nothing else. We listened to your feedback, commb*d,Zents to improve. So we did this time aswell, and Best Oldschool entered (and best Diskmag was voted to be removed).Some words about the active Amiga ASCII scene - not in every issue we use best Asciian. We use it in every 3rd issue so far (#2, #5 and #8). This time we extended it to Asciian/Ansian. Maybe a contribute to ascii scene and particualar the amiga ascii. Its not every day the ascii scene is put into fields like defining clear definitions, 1 ob+r 0, active or not active. Like this list here, embracing the scene. There may be debates about if someone is active or not. I will always go for active if the scener himself consider to be active (or vice verse). Compared to doing charts two decades ago, it is a bit more complicated. I dont want to minimize the hard effort of people back than, but to collect votes, seriously, a file_id.diz on a BBS would be enough. For now, I check out /Browallia checking out.b, ...and Puni/Void signing in: Right now I'm sitting in front of the computer listening to the excellent music from the demo Concrete by Ephidrena. The sun is shining outside, but will soon retreat behind the nearby trees. It has been very hot lately and it seems we skipped spring and went straight for summer this year! Despite the warmth, we in the Versus crew have been hammering our keyboards day and night to bring you a brand new issue of our diskmagazine. It's beeb-%n a great ride filled with a lot of work, fun and excitement, a few disappointments, but also several positive surprises. I'm very happy with the end-result and I hope you'll enjoy reading it. This issue would not have been possible without the support we've received from people all over the world. A big thank you must go out to those of you who filled out votesheets, wrote articles, spread the word and who gave us inspiration to continue our work. You're b.-Vthe best guys! Also a huge thanks to Lorfarius of the AMIGArama Podcast, the guys from the Amiga Ireland Podcast, and John and Aaron of The Amigos Podcast, for promoting Versus on their shows. Much appreciated! I must not forget to greet Sachy who helped us reach the Polish audience, the Generation Amiga website who posted news about us, as well as Radzik of AMIcast for his interview with Browallia and Menthos. Cheers mates!So, what do we have to offer in Versus tb/0his time? More than ever, that is for sure! Apart from the charts, I don't think we've ever had this much content in Versus before! You can for example read the history of the well known Back 2 Roots website, but also about how sex (!) killed Scenet. Beside this, we've got The Making of VOID Boot (the 1K intro from Revision), the story of Saxonia and a party-report from this years Revision. I've written a new follow-up article about the currently active Amiga pb0codcasts, as well as interviewed several non-sceners about their relation to the Amiga Demoscene and demos in general. As for the charts themselves, I'm happy that we got a list of the most popular Amiga games of 2018. There should be some surprises there for you, so check it out! When I look out the window, I can see that it is darker outside. The module playing is now Kefrens Multi Megamixes 1-3, quite different from the bad-arse track from Concrete! It's now b1K_5time to end this editorial and wish you a lot of joy with Versus. Thanks for reading and see you in the next issue! :) Amiga rulez! /Puni logging off. For cooperation in future, contact Nukleus[vs]nukleus[DOT]nu or punivoid[vs]protonmail[DOT]com ps A list of the Versus places if you want to check out.. AMIGArama Episode 26: https://www.youtube.com/watch ?v=xf2KKoicSY4&feature=youtu.be&t=2m42s Bitfellas and BitJam cooperation: The pod with curb2<rent best Amiga musicians in the scene (28 artists), composed by Vincenzo, Versus gfx by Unreal. Listen to pod #219 here: http://www.bitfellas.org/page.php?100 PPA.pl: https://scena.ppa.pl/aktualnosci/ versus-amiga-demoscene-charts-liczy-na-wasze-glosy.html Amigos pod cast (episode 141): https://www.youtube.com/watch ?v=HARtBArrwHA&feature=youtu.be&t=12m29s Generation Amiga: https://www.generationamiga.com/2018/04/14/ vote-fb3hGor-your-most-favorite-amiga-game-demo-intro-artist/ Irish Radio: http://amigausers.ie/amiga-magazines/#more-1084 Old school gameblog: https://oldschoolgameblog.com/ An interview with a bit perspective for the Next Generation Amiga performed by Radzik: http://www.amigapodcast.com/2018/05/ amicast-text-interview-13-browallia-and.html?m=1  Versus #8 credits by Versus staff Performed by........... Nukleus and Void vs8 b4m3editorial.......... Puni, Powerslave and hukka of Void ....................... Cefa68000, Menthos, Balder and Browallia of Nukleus intro pic.............. Menthos/Nukleus intro msx.............. Sleipner/Nukleus gfx (intro+panels)..... Browallia/Nukleus msx.................... mAZE/Moods Plateau^Void ....................... Curt Cool/Depth^Nah-Kolor ....................... Triace/Desire^Insane vote system............ Cefa68000/Nukleus Amiga [OCS] code (intro+engine).... hukka/Void b5ĉJ Amiga [OS4] code................... Menthos/Nukleus Phone [Android] code................... Balder and Browallia of Nukleus Articles [OCS,OS4] Articles............... Bobic/4sceners^bitfellas, Ghandy/Moods Plateau^Scarab ....................... mAZE/Moods Plateau^Void, Yes, Chan, Menace/Spaceballs ....................... Analogue, Dire^Darkage, grmmxi/impure, Magic/Nah-Kolor ....................... Emurfr3ak/Void, Hukka/Void, spot/Up Rough^ds!, Puni/Void ......................b6ź . Rumrunner/Void, Cefa68000/Nukleus, Smaugur/Nukleus ....................... Browallia/Nukleus Ascii [OCS,OS4] Versus logo (intro).....Gunrider/Nukleus Vote sheet(attached)....hELLBEARD/DS^Impure Thanks [support] BitJam podcast #219.... Vincenzo/BitJam (msx compile), Unlock (vS-logo) Ascii/Ansi chart help.. sir Garbagetruck/Accession Asciian extra support.. Dip, Spot, H7, haliphax, mAZE, hELLBEARD, Bonkers Misc................... Pouet, Demozoo, Bitfellas, scene.org, + forgotten b7fEnvironment [feedback and comments] Vote................... www.nukleus.nu/versus Twitter................ twitter.com/VersusAmiga Facebook............... |+668-fIND oUT!-(handle+group)| Contact and co-ops..... nukleus[vS]nukleus[vS]nu ....................... punivoid[vS]protonmail[vS]com Vote start: 2018-04-07 Vote end: 2018-05-11 Voters in Versus #8 ------------------- Angel/Void^Candle Antikriz/criminal mindz^Horrordelic Balder/Nukleus Bjoppen/iNSANE Bobic/Bitfellas^4b8R]iSceners.de Bonkers/Tulou Britelite/Dekadence Browallia/Nukleus Cefa/Nukleus Corial/Focus Design Crilla/Evacue^Wrath Designs Curt Cool/Depth^Nah-Kolor d0dge/Moods Plateau Dalton/Tulou Dan/Lemon. dOc.K/Moods Plateau Dr. Strangelove/Tulou Emurfr3ak/Void Facet/Lemon. Fred/The Gang Ghandy/Moods Plateau^Scarab Grip/Onslaught hELLBEARD/Divine Stylers^Impure Hoffman/Focus Design Jonas Jugger/ex-Panic KaiN Killjoy/ArtWaY Loaderror/Ephidrena Magic/Nah-Kolor Magnar/Scoopex^TBL^ABC Malmix/Nab9ture Menthos/Nukleus Mitch Noname/Haujobb Puni/Void RaHoW/the DeadlinersRamon B5/DESiRE Raven/Nuance Rebb/TRSi^Paradise^Void sachy/Resistance^Wanted Team Silencer/Equinox^TRSI Sir Garbagetruck/Accession Slayer/Ghostown Smaugur/Nukleus Sordan/Radiator Spitfire/Void Tecon/Desire^Planet Jazz Teo/Focus Design Todi/Tulou Triace/Desire^iNSANE waldiamiga Vato Wayne/ArtWay Weyland/Fairlight^FFX Z3k/Trinity zChris/fcwath Zids= 58 voters Thanks to all who supported and voted! Reb:\]Hmember that a vote on someone is the ultimate way to show respect for others, so its kind of non-ego boosting act, right? Voting groups ------------- Accession, ArtWaY, Candle, criminal mindz, Dekadence, Depth, DESiRE, Divine Stylers, Panic, Ephidrena, Equinox, Evacue, Fairlight, fcwath, Focus Design, Ghostown, Haujobb, Horrordelic, Impure, iNSANE, Lemon., Nah-Kolor, Nature, Nuance, Nukleus, Moods Plateau, Onslaught, Panic, Paradise, Planet Jazz, Resistance, Scarab, b;ʛScoopex, The Black Lotus, the Deadliners, The Gang, Trinity, TRSi, Tulou, Void, Wrath Designs  Versus goes social media by Browallia/Nukleus and Puni/Void Facebook In my naive way of thinking, with a small spoon of less is more, I (Browallia) thought that just to put a poster up on a demo party would be enough when its time to vote together with a file_id.diz somewhere in cyber space. Well to be honest, to take a stepb<˥7 out in social media is to exposure not only your butt, but also body and inner soul. Every one dealing with chart mags in the past knows, that it requires a lot of posts in forums, mails, news-coordination and not to talk about those reminders for the 2nd wave. We humans are complex, and I also believe in that if too many posts, it will look like spam and may have a negative effect instead. This is a thin line to balance sometimes. And Im not always sure to kick outb=̠1Mc the cirkus-monkey in me to examine this wire and walk the line to the other side, just to determine if the resulting deliverance matched the expectations. The facebook started out during 2017 as a compliment but is today the main source of news around fast info for Versus. Later on, some FB-forum rules were created. One challenge is to remain objectivity and avoiding too much namedrops. The rules are attached on last slide of this b>͞髁article. Last, Im not afraid of stagnation in this group. Because things happen, and nowadays I just let things be. Some things pop up, and some things pop down. Anyway, thanks for beeing present in the Versus FB-forum today. Cheers Brow Twitter To be present in the various social media channels out there is a must in this day and age if you want to market a product, website, blog or something else. Promoting Versus, the Amiga demoscene cb?grharts, is not an exception in this respect. There are many possible channels one can use, but the most common ones are Twitter and Facebook. Facebook is better for more comprehensive stuff, while Twitter excels when it comes to delivering quick messages, links and news. Browallia of Nukleus and Powerslave of Void have had the responsibility ofkeeping the Versus Facebook group updated and they've done an excellent job so far. It has been grb@TCowing week by week, month by month! We then took the plunge to launch Versus into the Tweetosphere (Twitter) and I (Puni) was made responsible for maintaining the channel. Having had a quite a bit of experience with Twitter from my blogging (Oldschoolgameblog.com), I knew that we could reach out to quite a few people on this platform, especially with "vote now"-kind of advertisements. So far it has yielded decent results. As many of you probably knbAЗ䆽ow, Twitter has a pretty good messaging service as well. Through this we've established contact with people both inside and outside the Amiga community, some have even helped us spread the message of us needing votes and information about Versus in general. Special thanks in this regard to Lorfarius of AMIGArama and Aaron/Boat of the Amigos Amiga Podcast. Both shows helped us spreading the word! I know some of you are interested in statistics, so here's the latest numbersbB85. from Versus in the Tweetosphere as of 5th of May 2018: Followers: 535 people Tweets: 254 Photos and videos: 18 Want to become a follower, please look up @VersusAmiga on Twitter! We will continue to be present on Twitter and hope to see you there. Even if you're in our Facebook group, you might miss out on something on Twitter. Thanks for reading and remember... Amiga forever! --------------------------------------------------------- FbC2ace book rules and FAQ visible for every member created: 2018-04-14; last edit: 2018-04-14 WHAT is Versus? ------------------------ Versus (vS) is a chartmag from Nukleus and Void and made for the Amiga demoscene. The mag has been released since 2004 and released on A500, OS4 and a small Android edition. WHY this group? ------------------------ We want a tight feedback loop with the Amiga sceners to improve the bDӖ, chart magazine. WHERE can I vote? --------------------------- http://www.nukleus.nu/VersusVote.php You are also WELCOME in the group if you don't vote! We believe you are in this group for a purpose and believe in inspiring sceners, connect Amigans. COMPACT RULES FOR THE LAZY ONE: -------------------------------------------------------- Versus FB-group is not a forum to promote a specific Group, Scener or Release! (please check extended rules for clarificationbEԄ). Be kind, no trolls. EXTENDED RULES---------------------------- We think you respect that we want as GOOD CHARTS as possible, so some rules differ from other social media forum: 1: OBJECTIVITY a) We strive to be OBJECTIVE in the Versus Chartmag group. We simply DO NOT want that Demo-clip from youtube or advert for last release product there will be removed. There are other scene forums for this. b) It is NO GO to fish after *likes* that may impact the chabFOrts. Try AVOID comments like: "come on and vote for xxxxx" or "we all love Coder xxxxx, don't we?" etc. Comments, posts, video clips etc that we think violate objectivity rule may be removed (and please spare us the time to check this so we can continue to do scenery!) :) c) It's fine to comment or send congrats to someone after the charts are released. Simply try to think and respect the hand craft effort to release charts and you will be fine. d) You bG GNcan talk about Diskmags how much you want, because "BEST DISKMAG" is decided (by a poll in this FB-group) not to come back in a close future in the Versus charts (but who knows). 2: COOPS AND ADVERTS ------------------------------------ a) Versus staff always try to go out for collaborations around the charts. If you have an Amiga related party contact admins for coops. b) If you want to make advert for a party/e-shop etc with no connection to bHFYVersus chart mag, please do that somewhere else. If you are not sure, send a PM to the admins first. 3: VOTE SHEET ---------------------- a) Versus has various CHANNELS to deliver votes. First analogue spread sheets at parties, then online-voting (web), and a third way by ascii vote we try to spread over BBS:es. b) You fill in as much as you can. Fields can be left empty. c) Scene news, current member-list, if you want to announce an event etc can simply be writtenbIVt in the Additional field in the vote sheet and we include it in next issue. - - - - - - - - - - - - - - - --  Disclaimer by Versus staff Versus is a piece of handcraft and should be seen as compiled piece of art by Nukleus and Void. *** PLEASE respect the wish from the authors of Versus, which is their way *** to tell any readers that use an Amiga or Amiga emulator or any *** other platform created by the autbJ 'Rhors to show the charts or the article. We will release a smaller issue also on Android and also a release online of some of the articles with a cooperation with bitfellas (www.bitfellas.org). For any questions about our distribution or cooperation contact Nukleus or Void. Thanks!  How votes are calculated by Browallia/Nukleus It's only two rules for you because we believe in simplicity: 1) You are NOT allowed to vote for yourself or grbKڽ\~oupmembers! 2) Scene related and most categories naturally also Amiga related. On our side, vote calc is sometimes complicated so ourside is doing the math :) Point system Versus #1 to #8: 1-5 points ( 5 entries maximum per category) Versus #9 to ..: 1-10 points (10 entries maximum per category) An entry need at least +1 point over maximum, (eg. Points from 2 voters) to enter. Else the entry may fall in "better luck next time"-category. Filling bL cvotes Points are interpretated as the position they are on with upwards filling (eg no empty fields between entries in a category). - example: a voter voted in demo filled in field 1,2,3 and 5, leaving field 4. This vote will be corrected to field 1-4 filled, leaving field 5. A newer vote will overwrite older vote only in those categories. The rest will remain. - example: a voter filled in 4k, demo and coder. Two days later samve voter fillebM܅g-dd in 4k, and graphician. Now 4k will be replaced and rest will be added to vote. If an entry is mentioned by same voter >1 time in a category, the points from the highest is the only that will be calculated. If a voter by accident fill in a name in wrong category, this will be transfered to the right category if entries in this category is not filled yet. - example: A voter filled in best demo 1,2,3 correct, and in field 4 an intro was mentioned, and then demo 5 bNW)ޣcorrect, then the intro will be transfered to the first closest unfilled field (if any field free) and demo 5 will be transfered up to demo field 4. Serie of names or events If the release (Demo, Intro, 4k) is a follow up release of another one and only name is given, then we always give the points to the oldest first. - example: "my intro 1" and "my intro 2" are two releases by group X. A vote is on "my intro" only by this group. ThisbOG will then be interpretated as "my intro 1". Same goes for best Amiga game (for fun category): - example: If a game is written like "turrican" then this will be interpretated as "turrican 1". Same idea for year events with best Demoparty/Event, however here we interpretate it as youngest event if year not listed as long as the party has occured before voting close. - Example "revision" will be valid interpretated as Revision 2018 in Versus #8. Best Demo/Intro/4k bP⇇ From Versus #9 we use a list based on previous voices, but you can add entriesif not presented. Best Graphician/Coder From Versus #9 a list is used based on previous voices, but you can add entries if not presented. You can vote for any artist, however if we don't find any material from the artist related to Amiga, this artist will not enter Versus. Best Ascii/Ansian From Versus #8 a list bQ82is used based on previous voices, but you can add entries if not presented. Artist will be displayed with active/inactive status in the charts. Active is if release something the last 5 years, OR if the artist self told us that he/she is active. You can vote for any artist, however if we don't find any material from the artist related to Amiga ascii this artist will not enter Versus. Best Demo effect From Versus #9 a list is used based bRP&on previous voices, but you can add entries if not presented. Best Scene site/Portal/BBS Only Scene-, Amiga-, or computer related. The entry can be active or not. If passive, it must have been active in the past (eg. no advert for your upcoming unreleased website). We must have heard of the entry. If not sure, write the adress/URL and extra information to the vote. Best Demoparty/Event (Current and last year) bSX~ꇇ Only public parties and events accepted.-example: "my secret group chamber meeting" will not enter. Presentation If two entries have the same amount of points, then they share the same position. If one of them have got more votes, this will be marked with a plus-sign [+] before the points. Two plus-signs [++] after a vote means more voters than after the entry with one plus-sign [+] after a vote etc. Uncertainty bTuVFor any product (eg: Demo, Intro, 4k), it's ok just to write the product name but to make sure we get it right, the group(s) or scener(s) behind it can be included to avoid uncertainty when we calculate the votes. if a voter write correct product name but wrong group name(s) or scener(s) who made it, then points given to this product and we modify the group(s) or scener(s). More votes in field than allowed will be truncated (Versus #1bU䷕ to #8 use 5 fields, from Versus #9 use 10 fields per category). - Example: Scener writes 2 more entries than allowed in a category, then these two last will be chopped off and not calculated. If two names exist that are identically and both fit the same category (Demo, Intro, 4k), then the newest by date will be picked if we can not figure out what was meant. - example: "my cool 40k" was made by demo group X in year 2015 and demo group Y in year 2017, but the demo group nambVs?O_e or other info is not given or any hint for unique entries, then points will be added to "my cool 40k" by demo group Y because it was made later. Last Not serious votes or any kind of provocation of others will not be included (these are sometimes extremly funny and innovate, but luckily those votes are very rare). Where we are not sure what was meant, or if we can not find that product, how hard we try to figure it out, than sadly we have no way to inbWEثclude that.  Amiga news around the Globe by Versus staff +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ your group's missing? Submit news in [additional field] +-+-+-+-+- http://www.nukleus.nu/versus +-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Do you know something or an individual shout to announce? We've a field for you becaues we believe in scene precise +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+bXFk-+-+-+-+-+-+-+-+-+ ArtWaY Group news ---------- * We will be celebrating our 25th anniversary at the very end of Dec 2018. And as usual we would like to say hello to all active AMiGA demosceners. Depth (DPH)! source(s): Curt Cool Group news ---------- Depth Turns 25 this summer, internal celebration is to be expected, as the group was founded in August 1993 by Curt Cool, Gizmoduck, Folcka, Quedax and Nightsight. Actual memberlist (May 2018) bY8------------------------------ Curt Cool - music, organizer (AMIGA) Skurk - code (AMIGA) Cytron - music (AMIGA) The Hardliner - music (AMIGA) Presence - code (AMIGA) Bakerman - keeping depth.org online Allanon - norway Rest is in sleep mode, but may write a scroller or two for any pending 25 year jubilee releases. Also a few of us are engaged in creating"various aspects of computer games (hund., Trip, Folcka). AnbZvT6d ... We could really use some GRAPHICIANs and maybe some more CODERS as well (so write to curtcool@depth.org with examples if you're interested, motivated and think you are mad enough to be a Depth member - for instance, maybe you constantly invite Swedish girls for a trip to Koge Bugt in your DIY submarine). Fairlight (FLT) Group news ---------- * Edison 2018 arrangement together with FlowersFX July 20-22! https://www.edisonparty.com/ Impure b[^(imp) * releasing 4 artpacks per year #Group news ---------- * grmmxi joined 2015 after first colly and use this nick instead of synkedam +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ your group's missing? Always submit news to us 365/7/24 +-+-+-+-+ WE CARE <3 +-+-+-+ http://www.nukleus.nu/versus iNSANE Source(s): vedder Group news ---------- * New member Bear joined Actual memberlist (May 2018): ----------------------------- vedder$slb\xash corel skurk mygg origo randy evarcha mrk bonefish bitflippr premium triace corpsicle duffe dlx bjoppen jerry juice louie wiklund prospect%syntax agem magnus bear tmx thor j-boy rds confidence alpaidus mad Moods Plateau (Mds) Individual news --------------- * mAZE/Moods Plateau^Void is planning a new Digital Chips release Group news&---------- * 20th anniversary of Moods Plateau upcoming in 2019 Nah-Kolor Source(s): Magic, https://www.b]}nahkolor.org/ Group news ---------- * we have our domain back (https://www.nahkolor.org/). let's put some color in here again * Got 5th place in Amiga demo compo at Revision 2018 with "A Blood Moon" and 2nd and 3th in Amiga intro compo with "Overtone" and "Centaur" at same party * Facebook: https://www.facebook.com/nahkolor/ Actual memberlist (May 2018): ----------------------------- Same as last years with no changes. 'Nature Source(s): Malmix Actual memberb^list (May 2018): ----------------------------- Pezac Coder Pipe Coder^Musician Yomat Coder DVibe Musician malmix Graphician^Coder +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Do you have a current memberlist? Please add your info +-+-+-+-+-+-+-+-+-+-+-+-+-+- http://www.nukleus.nu/versus Nukleus (NLS) Source(s): Browallia, www.nukleus.nu(Group news ---------- * HCH summer 2018 by Nukleus & FCWATH,b_߫ 12-15 July 2018 (http://hch.a1200.se/) * We are looking for good fellows to join NLS-family. No double memberships. - poets, surfers, coders, musicians, graphicians, web-lobsters, social media-guru, editorers (for Diskmag Cows n Snakefights + chartmag Versus) and asciians needed. * shoe (Web^SAFIR portal left Nukleus to focus on non scene related projects. * Cefa changed handle to Cefa68000 Actual memberlist (June 2018): ------------------------------ Balder b`sj Coder Browallia Org^Gfx^Coder^mainEd Cefa68000 Web^coEd dIS Msx Gunrider Coder^Msx Logain Coder Menthos Coder^Msx^Gfx^coEd^Web Sleipner Msx)Smaugur Swap^ambassador Rebels Source(s): readme.info Actual memberlist (April 2016): ------------------------------- alien Gfx chromag Music dafunk Music hitchhikr Code Resistance Actual memberlist (May 2016): -----ba<------------------------*4play - Founder/Coder/Organiser/Webmaster - Norway AceMan - Musician - Poland CutCreator - Musician - Denmark Dissident - Coder - Germany Dya - Musician - USA Fjern - Musician - Norway Fra - Organizer/Coder - France GliGli - Coder - France Grass - Graphician - Hungary Juen - Coder - Poland K.W.E - Coder - Germany Kayot1222 - Graphician - Poland Monsoon - Coder/Graphician - Norway Naavis - Coder - Finland Nainain - Coder/Musician - France OBe1 - Coder - Fbblrance Revevant - Coder - USA Sachy - Coder - Poland Skepsis - Musician - Norway SnC - Graphician - Denmark Stef - Coder - France+Woober - Musician - Norway Yulquen74 - Coder/Hardware - Norway Scoopex Source(s): http://scoopex1988.org/ Actual memberlist (June 2018): ------------------------------ BIG BEAR ................................................. MUSICIAN [ CH ] CORE ....................................................... ARTIST [ DE ] FISHWAVE ..............bc..................................... EDITOR [ DE ] GALAHAD ........................................... CRACKER / CODER [ UK ] HI-LITE .................................................. MUSICIAN [ DE ] JAYNE ...................................................... ARTIST [ CH ] J.O.E. .......................................... ARTIST / MUSICIAN [ NZ ] KAOSMASTER ................................................. EDITOR [ IT ] KARPOW ................................................bd`Յ..... TRADER [ FI ] KUFA ........................................................ CODER [ SE ] LOSTCLUSTER ................................................. CODER [ AT ],MAGNAR ................................................... MUSICIAN [ SE ] MR.DEATH ................................................. MUSICIAN [ SE ] MR.SPIV ..................................................... CODER [ FI ] NE7 .............................................. ASCII / MUSICIAN [ UK ] NOTORIbe|RDOUS ................................................ MUSICIAN [ SE ] NOOGMAN .................................................... ARTIST [ DE ] PECI ........................................................ CODER [ AT ] PHOTON .......................................... CODER / ORGANIZER [ SE ] STINGRAY .................................................... CODER [ DE ] T$ .......................................................... CODER [ DE ] UNCLE TOM ............................bf1.................... MUSICIAN [ SE ] The Deadliners Source(s): http://www.deadliners.net/ Actual memberlist (May 2016): ----------------------------- Dascon - Musician - Germany Made - Graphician - France-Soundy - Coder - France The Gang Source(s): Fred * No coding projects atm, more demoparty hangarounds * Chuck still active in the hardward Amiga scene Traktor Actual memberlist (April 2018): ------------------------------- Bore bg " Coder Esau Coder^Gfx^Msx Lance Gfx Lunix Gfx Obbe Msx Olle Coder Pumbaa Coder^Web^Msx.Zickbone Msx^Gfx Tulou Group news ---------- * two new releases on GERP 2018 Unity Actual memberlist (May 2018): ----------------------------- Bla - Ascii/Coder/Musician Hysteric - Graphician Icy - Coder/Graphician Jim - Coder/Musician Scud - Graphician Wodk - Raytracing /Void Source(s): Puni Groupbh news ---------- * AlienTech (coder) joined (Jun 2017) * Emufr3ak (coder) joined (Sep 2017) * mAZE (musician) joined as double member from Mds (Oct 2017) Actual memberlist (May 2018): ----------------------------- Powerslave Founder, musician, trader (United Kingdom) AlienTech Programmer (Italy) Angel Programmer (Sweden) Blackbeard Musician, editor, trader (Greece) Emufr3ak Programmer (Switzerland) Harrison Graphician (United Kingdom) hukka biR Musician, programmer (Finland) Jeano Musician (Norway) Lonewolf Programmer, raytracer (United Kingdom)0Maze Musician (Norway) NeuteK Programmer, musician (Norway) Puni Organizer, blog-/webmaster, programmer (Norway) Rebb Programmer, musician (Finland) Rumrunner Programmer, editor (Norway) Spitfire Programmer, graphician, IRC-master (South Africa) Wanted Team Actual memberlist (May 201bjU8): ----------------------------- Asman - Coder Black Dragon - Cracker Don Adan - Coder Liv - Musician MCH - Musician Neoman - Coder Sachy - Coder Siml - Graphician1+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ your group missing? Submit news in [additional field] +-+-+-+-+- http://www.nukleus.nu/versus +-+-+-+-+-+-+-+-+ Individual Sceners * Tecon/pjz^dsr informs: V9!WV <- look! i can spell amiga upside down - Brow answer: that was kind ofbk(h cool ^ , never too late with an x-foliation! * Sillen (Silencer) Equinox^TRSi shouts out: aamigaaah! Rumours * asciiarena will come back * Jamaica ROM party will return in 2019 * Malmix/Nature has not used deluxe paint for 20 years, he uses personal paint * Rumour about Tulou changed mascot to a tri-color parrot +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+2Do you know something or an individual shout to announce? We've a field for you http://www.blNKnukleus.nu/versus +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 3 The making of VoidBoot by hukka/Void VoidBoot was my first attempt at writing a bootblock intro, and placed 9th in the Revision 2018 Amiga intro competition. It consists of a short piece of music and a Void logo "glitching" in time to the music, all packed into one kilobyte. I was asked to write an article about the implementation, and I'm going to do my bm best to make it interesting. I'm sure there will be nothing surprising here for the more seasoned coders, but for relative beginners like myself maybe it will give some pointers and hopefully inspire you to write your own bootblocks - I found it an enjoyable and educational experience and I definitely recommend giving it a try! -------------------------------------------------------------------------------- NOTE: Press the Help key at any point while reading this artbnNܙicle to view VoidBoot in action! Click the left mouse button to return to the mag. -------------------------------------------------------------------------------- Preparation ----------- I already knew going in that I wanted to have music in the bootblock. This was because I knew I wasn't skilled enough to code any earth-shattering visuals and4I thought not enough bootblocks had very much going on in the way of audio. In the beginning I had no clear idea of whbo8at exactly would be possible to do in such a limited space and even if I would be able to accomplish my plans at all, given that I had never programmed the Paula directly - my experience was limited to using various ProTracker playroutines coded by others much more skilled than me. Environment ----------- I use vasm to assemble and WinUAE to test, and a souped-up A1200 to verify things work properly on the real hardware. I also periodically have Amiga-owning friends test mbpXzy stuff on their hardware. I write my code on a Windows 7 PC using Notepad++ with a custom highlighter and NppExec macros so I can assemble and run my code in WinUAE by simply pressing a function key in the editor. It generally only takes 2-5 seconds from pressing F9 to seeing my code run in the emulator, or if assembling/linking fails, I see the error messages immediately within the editor. This is my NppExec macro for building my bootblock using the WinUAE Demo Toolchain bqj by Lemon. available at http://www.pouet.net/prod.php?which=65625 : 5 NPP_SAVE cd $(FULL_CURRENT_PATH) // get name of current folder set BASE = D:\Amiga\ set OUTPATH = $(BASE)DH0\ set EXEPATH = $(BASE)Toolchain\bin\ set OUTFILE = $(OUTPATH)$(NAME_PART).bin set ADFFILE = $(OUTPATH)$(NAME_PART).adf CLS // execute assembler $(BASE)Toolchain\bin\vasmm68k_mot_win32 -m68000 -spaces -align -Fbin -x -o "$(OUTFILE)" "$(FILEbrEY _NAME)" -pic if $(EXITCODE)!=0 goto @End :@Success $(EXEPATH)CopyToAdf.exe emptydisk "$(ADFFILE)" -new $(EXEPATH)CopyToAdf.exe "$(OUTFILE)" "$(ADFFILE)" -bootblock :@End6Music ----- I started by looking for a tune of mine that seemed short and simple enough to be plausibly made to fit in a bootblock. I found a ProTracker module, simply called Shorty #1 and written in 2016, which consisted of just one pattern (that's exactly one kilobyte of data withoubsst optimization) and two short samples totaling around 220 bytes, the complete module being around 2.3 kilobytes in size. The first three channels are the "melody", all using the same sample, and the fourth channel is the bassline using a different sample. The first half, or 32 notes, of the pattern loop twice, then the second half also loops twice after which the song restarts from the beginning. An incidental but very useful property of this song is that only one of thbt?e channels used for the melody ever triggers a note at any one time, so we can actually join the notes from the three channels into just one, effectively only needing to store two channels' worth of note data! I decided to start by writing a playroutine and to only worry about shrinking down the song data once I'd gotten some audio playback already going. The playroutine is pretty much as straightforward as you'd imagine someone's first attempt to be, and isbuxx by far the largest routine in the bootblock. 7As with the original module, all notes fade out slowly after getting triggered. The melody fades at a constant speed, whereas the bass channel uses two different fade speeds. More interestingly, at each tick of the playback routine I advance a counter to the sample datas and apply a NOT operation to the sample byte the counter is pointing to. This results in a "flangery" sound similar to the ProTracker EFx Invebve@rt Sample effect. Finally, I decided to keep the Amiga's lowpass filter on for added effect. Now we come to the interesting/frustrating/hard part: shrinking the pattern data and samples to fit in 1K while leaving room for some sort of a visual effect as well. This is the final pattern data after trying to come up with different shrinking strategies and trying to balance data size versus unpacking code size: 8 ; 37 bytes; nybbles pointing to period table ibwHndices ; F = add next byte to output without unpacking PattMelo1: dc.b $13,$6A,$2C,$A6,$31,$68,$BC,$A7 dc.b $5A,$EF,$10,$2C,$A6,$36,$8A,$C2,$CA,ENDBYTE PattMelo2: dc.b $46,$9D,$F2,$11,$D9,$64,$9B,$DE,$B8 dc.b $5A,$EF,$10,$2C,$A6,$36,$8A,$C2,$CA,ENDBYTE ; 34 bytes for the bassline channel PattBass1: dc.b $A0,$FF,$FF,$FF,$FA,$0F,$30,$FF dc.b $50,$FF,$FF,$FF,$70,$FF,$70,$FF,Ebx HNDBYTE PattBass2: dc.b $60,$FF,$FF,$FF,$F6,$0F,$E0,$FF dc.b $50,$FF,$FF,$FF,$30,$FF,$FF,$FF,ENDBYTE The above gets unpacked at startup by a short piece of code to a table of 128 bytes per channel (one byte per note in the song), each byte pointing to a value in the period table; a table of word values to write to the Paula to output notes at a specified pitch. The period table is also optimized to only contain period values that the song actuallybyw/ uses: ; period table, 36 bytes Periods: dc.w 604,202,508,480,453,404,381,339,320 dc.w 302,269,254,240,226,202,190,160,5389Visuals ------- As I recall, I never had any grandiose aims for the visuals; I'd try to get a Void logo showing up on the screen and see if I had room for anything else afterwards. I ended up with this data: Logo: dc.w %0111010111101001 dc.w %1101000100101001 dc.w %10010101001bz ㎏01001 dc.w %1001010100101011 dc.w %1111010111101110 This simply encodes a 16x5 "VOID" logo, one bit per pixel. It's mirrored horizontally because it was easier to write the plotting routine to start from the rightmost bit. Now, I still had a handful of bytes left so I could plausibly do something simple with the logo. The most obvious choice for me was to modify the hardware horizontal scroll register inside the logo area. Skipping pasb{ E#t a couple of days' worth of trial and error, and in the final result, what I'm doing is: :* At startup, blit the logo into two separate bitplanes, initially shown on top of each other, but leaving each other scanline empty * In the playback routine, every time one half pattern's worth of the song has been played, move the two bitplanes one pixel apart from each other; due to the palette chosen the resulting effect looks like the logo changes colors every time b| ̷this is done, especially on a CRT display * The main loop is CPU driven as there wasn't room to implement a VBlank interrupt. In the mainloop, wait for VBL, call the playroutine, then wait until the raster display gets into the logo area and start modifying the horizontal scroll register in a loop. The loop is completely CPU-driven so its speed and thus the resulting effect varies depending on the speed of the Amiga it's being run on, but I tried to finetune it sob} t that it looks okay on all systems. * The value written to the scroll register is derived from such things as the current content of the bass sample and various variables in the song playroutine, such as the number times looped and playback position. Never mind the specifics, it's all a matter of experimentation! Optimization ------------ I'm not really skilled enough to offer much advice here besides the obvious: ;* Reuse registers as much as you can * Useb~ d PC-relative addressing! * One specific optimization I remember learning is that "tst.b " before a beq/bne is unnecessary so you can just remove/comment it out. * Be prepared to spend hours upon hours walking through your code trying to find one more place where you could trim another byte or two... * Study various online resources where these things are discussed, such as the coding sections of English Amiga Board * You might want tob let your assembler optimize your code for size if it offers such an option * Conversely, you might want to disable all optimizations for total control and to make sure the assembler is not making your code slower or larger You know what ------------- I'll just share the source to my bootblock here. Feel free to use it for anything you wish, but please let me know if you did so I can have a look! I'm not including all the macros and includes I use sb#+\ince this is just for demonstration purposes so you can't just copypaste it and assemble. Sorry. Also I'm leaving some of the code I ended up commenting out so you can possibly<try to decipher my thought process while I was working on it. If you can think of more optimizations that I could've used, I'd be interested to know about them. I'm sure there's a lot! That's pretty much it, I think. Thanks for reading! The following pages are full of codebq! - hukka of Void, Exec, Svenonacid Salo, Finland, July 1st 2018 =; ----------------------------------------------------------------------------- ; VoidBoot: a simple bootblock for Amiga OCS/AGA (vasm) ; by hukka/void Feb/Mar 2018 ; ----------------------------------------------------------------------------- RELEASE = 0 ; generate final bootblock? NOAUDIO = 0 ALbTPALETTE = 1 ; ----------------------------------------------------------------------------- machine 68000 if RELEASE = 0 opt a+,o+,l+ ; optimize opt ob+,oc+,od+,og+,oj+,ol+,om+,on+,ox+ ; vasm specific include "startup.asm" else opt a+,o+,p+ ; optimize opt ob+,oc+,od+,og+,oj+,ol+,om+,on+,ox+ ; vasm specific ;opt b_^`ow+ ; show optimizations> endc include "custom.i" ; ----------------------------------------------------------------------------- macro push movem.l \1, -(sp) endm macro pop movem.l (sp)+, \1 endm macro echosize .\@ echo \1 printv .\@ - \2 endm macro printsize .\@ printv .\@ - \1? endm ; --------------------------------b?--------------------------------------------- if RELEASE = 1 _LVOFindResident= -96 gb_ActiView = 34 gb_copinit = 38 endc SCREENWIDTH = 320 SCREENHEIGHT = 256 SCREENDEPTH = 2 ; number of bitplanes YPADDING = 40 CC = $FF ; sets note volume back to maximum ENDBYTE = $FE ; end marker for nybblepacked data SONGTICKS = 7 ; song tempo, higher=slower PATTERNSIZE = 128 FADbCƙESPEED = 2@MAXSONGLOOPS = 6 S_VOL = 0 ; volume S_FADE = 1 ; fade speed CHANSIZE = 2 ; channel struct length CHANNELS_ON = (DMAF_SETCLR!DMAF_AUD0!DMAF_AUD1!DMAF_AUD2!DMAF_AUD3!DMAF_MASTER) SECTION BBLK, CODE ; ----------------------------------------------------------------------------- ; Testing wrapper - for running bootblock during development ; if RELEASE = 0 Main: bsr Init b ; Call the bootblock Quit: lea CUSTOM, a6 move.w #$8020, DMACON(a6) ; re-enable sprite DMA moveq #0, d0 ; errorcode=0 rts endcA******************************************************************************* ; The bootblock starts here. It cannot generally be assumed to be placed in a ; specific kind of memory, or at any specific address, so all code must be ; PC relative, and all chip data must be explicbI0itly copied to chip memory. ; ----------------------------------------------------------------------------- ; A4 = ChipSpace ; A6 = Custom BB_START: DC.B 'DOS',0 DC.L 0 ; checksum will go here DC.L 880 Init: movem.l d0-a6, -(sp) lea CUSTOM, a6 move.l #ChipSpace, a4 move.l a4, a2 ; ChipSpace move.l #SPACE_SIZE, d2 .clear move.b #0, (a2)+ ; Clear chipspacb&eB dbf d2, .clear bsr ResetBpls ; Draw logo Screen in a3, Bits in a2 DrawLogo: ;move.l a3, a5 lea Logo(pc), a2 ; logo pixel bits add.w #40*91+2, a3 ; starting line moveq #5-1, d0 ; y size .y moveq #16-1, d1 ; x size move.w (a2)+, d2 ; pixel bits .x moveq #0, d3 ; outpixel ;movbW)KWe.w #%1010101010101010,d3 btst #0, d2 beq.b .no ; no pixel subq #1, d3 ; = move.w #%1111111111111111, d3 ;move.w #%1111111111111111,d3 .no moveq #8-1, d4C move.l a3, a1 .cy move.w d3, (a1) add.w #80, a1 ; advance 2 scanlines dbf d4, .cy addq #2, a3 asr.w #1, d2 ; next pixel bit dbf d1, .x bX@Uadd.w #488+40, a3 dbf d0, .y ;echosize "Logo:", DrawLogo ; Init audio channel structures InitAudio: move.l a6, a5 ; CUSTOM lea Sample2(a4), a3 lea Channel0(pc), a2 ; channel info moveq #4-1, d0 ; channel # .chinit move.l a3, AUD0LCH(a5) ; sample location move.w (a2)+, AUD0LEN(a5) ; sample length in wordsD ;move.w #$0000+FADESPEED, (a2)+ bQ ; set vol+fade; advance to next chan. ;move.b #64, AUD0VOL(a5) ; channel volume add.w #$10, a5 ; next dest regs ;add.w #CHANSIZE, a2 ; next channel struct dbf d0, .chinit ; bass channel lea Sample1(a4), a3 move.l a3, AUD3LCH(a6) ;bset.b #1, PRA_A ; turn off audio filter Inited: lea.l Copper(a4), a1 ; set copperlist move.l a1, COP1LCH(a6) b=q move.w #$4000, INTENA(a6) ; disable interrupts and set some DMAs move.w #$87CF, DMACON(a6) ; echosize "Init:", Init Unpack: ; unpack samplesE lea Sample1RLE(pc), a0 lea Sample1(a4), a1 bsr UnpackSample ;lea Sample2RLE(pc), a0 ;lea Sample2(a4), a1 bsr UnpackSample ; Sample2RLE ; unpack melody pattern data lea P00_0(a4), a1 ;lea PattMelo1(pc), a0 bw ;moveq #1, d2 moveq #0, d6 bsr UnpackNybbles bsr UnpackNybbles ; PattMelo2 ; unpack bass pattern data lea P00_3(a4), a1 ;lea PattBass1(pc), a0 moveq #1, d6 bsr UnpackNybbles bsr UnpackNybbles ; PattBass2F moveq #$12, d0 move.b d0, -52(a1) ; patch note $E -> $12 move.b d0, -20(a1) ;echosize "Unpacker:", Unpack ; interleavebTt9 the unpacked channel data from P00_0 to P00_1,2 ILeave: lea P00_0+1(a4), a0 moveq #21*2-1, d3 moveq #0, d2 .il move.b (a0), PATTERNSIZE+0(a0) ; P00_1 move.b 1(a0), PATTERNSIZE*2+1(a0) ; P00_2 move.b d2, (a0) move.b d2, 1(a0) addq #3, a0 dbf d3, .il ; echosize "Interleave:", ILeave ******************************************************************************* * Main loopG********bQFl*********************************************************************** MainLoop: .WaitVBL: tst.b VPOSR+1(a6) beq.b .WaitVBL .wvb: tst.b VPOSR+1(a6) bne.b .wvb move.w #$0020, DMACON(a6) ; switch off sprite DMA bsr PlayMusic ; --------------------------------------------------------------------- .wait move.l VPOSR(a6), d7 and.l #$1ff00, d7 cmp.l #130<<8, d7 bmi.b .wait H b * lea Sample1(a4), a0 ;lea andtab(pc), a1 move.b SongLoops(a4), d1 .d moveq #0, d0 move.b efxpos(a4), d0 add.w d0, a0 ;move.b d1, d3 ;and.b #%11, d3 ; andtab[0..3] ;move.b (a1,d3), d3 ; read andtab[] value .line move.b (a0)+, d2 add.b row(pc), d2 and.b #55, d2 ; 51,115,55,119 btst #0, d1 ; songloops even? b BS( bne.b .scroll .fx2 and.w d0, d2 ; !!! .scroll ;and.b d3, d2 ; limit scrollpos by andtab[]I move.b d2, BPLCON1+1(a6) ; horizontal scroll ;add.w #187, d0 ;add.b efxpos(a4), d0 ;add.b row(pc), d0 ;and.w #%111111111, d0 ;lsl.w #1, d0 ;add.b d2, d0 ;and.w #%111111, d0 ;.wait2 dbf d2, .wait2 move.l VPOSR(a6), d7 and.l #$1ff00, d7 b!H cmp.l #210<<8, d7 bpl.b MainLoop ; --------------------------------------------------------------------- btst.b #6, PRA_A ; loop until mouse clicked bne.b .lineJExit: move.w #$000F, DMACON(a6) ; turn off sound movem.l (sp)+, d0-a6 ; restore registers if RELEASE = 0 ; assembled as executable rts endc move.l IVBLIT(a6), a0 ; restore b"tіcopper move.l gb_copinit(a0), CUSTOM+COP1LCH ; Return init function of dos.library resident in A0 lea DosName(pc), a1 jsr _LVOFindResident(a6) move.l d0, a0 move.l RT_INIT(a0), a0 moveq #0, d0 if RELEASE = 1 rts endc KDosName dc.b 'dos.library',0 ******************************************************************************* * Music playroutine *************************************b# ****************************************** PlayMusic: moveq #0, d0 lea ticks(a4), a1 move.b (a1), d0 ; tst.b d0 ; enough ticks passed? bne .fade ; no move.b #SONGTICKS, (a1) ; yes; reset tick counter and advance lea row(pc), a1 move.b (a1), d0 addq #1, d0 ; advance to next row in pattern cmp.b #PATTERNSIZE/2, d0 b$̲sw beq .half cmp.b #PATTERNSIZE, d0 ; pattern played through?L bne.b .rok ; not yet .restart lea SongLoops(a4), a3 add.b #1, (a3) cmp.b #MAXSONGLOOPS, (a3) ; reset fx when looped this many times bne.b .nore push a1 bsr ResetBpls ; reset bpls and SongLoops pop a1 .nore add.w #40, Copper+BPLPTRS+6+8(a4) ; offset bitplane moveq b%E #0, d0 ; loop to pattern start .rok move.b d0, (a1) ; store row number lea P00_0(a4), a1 ; patterndata moveq #4-1, d4 ; channel # lea Channel0(pc), a0 move.l a6, a5 ; CUSTOM .chan moveq #0, d1 move.b (a1,d0), d1 ; note := patterndata[row]M; tst.b d1 beq.b .next ; skip if note=0 cmp.b #CC,b&gmg d1 beq.b .domaxvol ; special: reset bass vol to 64 lea Periods(pc), a2 subq #1, d1 ; 0-based periodtable access add.b d1, d1 move.w (a2,d1), AUD0PER(a5) ; periodtable[note] rem> move.w (a2,d1), d7 move.b efxpos(a4), d6 and.b #%111, d6 add.b d6, d7 move.w d7, AUD0PER(a5) ; periodtable[note] OR 1, $424+COLMOD ; -> COPPER_SETCOLOR 2, $334+COLMOD ; <- COPPER_SETCOLOR 3, $327+COLMOD ; text 327 endif COPPER_WAIT 240-YPOS-70,7 COPPER_SETCOLOR 0, BGDARK+COLMODBG ; backgroundW COPPER_END CopperData_End: echosize "Copper:", CopperData Channel0: dc.b 00 ; volume dc.b 16 ; length/fade speed Channel1: dc.b b3,÷C 00 ; volume dc.b 16 ; length/fade speed Channel2: dc.b 00 ; volume dc.b 16 ; length/fade speed Channel3: dc.b 00 ; volume ch3fade: dc.b 64 ; length/fade speed ; 51,115,55,119 ;andtab: dc.b %01110011, %01110111, %00110111, %00110011 ; VOID logo Logo: dc.w %0111010111101001 dc.w %1101000100101001 dc.b4܁w %1001010100101001X dc.w %1001010100101011 dc.w %1111010111101110 ; period table, 36 bytes Periods: dc.w 604,202,508,480,453,404,381,339,320 dc.w 302,269,254,240,226,202,190,160,538 row: dc.b PATTERNSIZE-1 ; Sample 01 (64 words, 128 bytes): "bass" Sample1RLE: dc.b 127,83,115,2,100,6,077,4,055,4 dc.b 039,3,020,3,12,4,250,10,ENDBYTE b5` ; Sample 02 (16 words, 32 bytes): "melody" Sample2RLE: dc.b 17,3,238,5,38,3,191,6,43,4,225,5,ENDBYTE ;echosize "Samples:", Sample1RLE ; 37 bytes; nybbles pointing to period table indices ; F = add next byte to output without unpacking PattMelo1: dc.b $13,$6A,$2C,$A6,$31,$68,$BC,$A7 ; 8Y dc.b $5A,$EF,$10,$2C,$A6,$36,$8A,$C2,$CA,ENDBYTE ; 9 PattMelo2: dc.b $46,b6$9D,$F2,$11,$D9,$64,$9B,$DE,$B8 ; 9 dc.b $5A,$EF,$10,$2C,$A6,$36,$8A,$C2,$CA,ENDBYTE ; 9 PattBass1: dc.b $A0,$FF,$FF,$FF,$FA,$0F,$30,$FF dc.b $50,$FF,$FF,$FF,$70,$FF,$70,$FF,ENDBYTE PattBass2: dc.b $60,$FF,$FF,$FF,$F6,$0F,$E0,$FF dc.b $50,$FF,$FF,$FF,$30,$FF,$FF,$FF,ENDBYTE BB_END: BB_SIZE = BB_END-BB_START echosize "Data:", Channel0 echosize "Total:", BB_START echo "Rb7emaining:" printv 1024-BB_SIZE if RELEASE = 1 if BB_SIZE<1024 ds.b 1024 - BB_SIZE, "B"Z endc endc ******************************************************************************* ; Put everything that needs to be in chip memory in this section! Space: rsreset Copper: rs.b CopperData_End-CopperData BPLPTRS = bpl1-CopperData Sample1: rs.w 64 Sample2: rs.w 16 P00_0: rsb8p.b PATTERNSIZE P00_1: rs.b PATTERNSIZE P00_2: rs.b PATTERNSIZE P00_3: rs.b PATTERNSIZE efxpos: rs.b 1[SongLoops: rs.b 1 ticks: rs.b 1 foo: rs.b 1 Screen: rs.b SCREENWIDTH/8*(SCREENHEIGHT+(YPADDING*2)) SPACE_SIZE: rs.l 0 ChipSpace = $7FF00-SPACE_SIZE \ Social Media charts: thats why the modern World fail by Browallia/Nukleus - or how could over 18000 members in b9 ^qa facebook group be confusing, ending up with unreliable data? In vS#8, we present the best AMIGA game. In the end of this article, I present a chart based on a Facebook thread. But before reading that, please read why this is failing. Social Media: Facebook Topic: What is the worst Amiga game ever? Posted: 18/03/2018, 19:49 Last answer: 20/03/2018 Comments: about 200 (not unique persons) replies on comments: about 100 group size: 18000 Active persons: around 100(?) -> 0.5% Firb:ڬst trouble comming into your mind may be, that I only checked this thread during 3 days. So first failure is: there is a floating start- and end time. Ok, lets the fun go on: ] Simplicity ---------- This is a rule of a thumb actually. Dont complicate it for the peope. You can express yourself in tons of ways in social media. So this is violating the first rule of a chart - simplicity. Not subjective -------------- Who is saying something does matter in Social Media (SoMeb;!), but it should not play any role. Many followers are many likes. In science, your data is presented regardless who, this means its not authoritarian. This will have a huge impact in social media and will fail. Polls? ------ Well what abt voting polls then, u may think with a snirkling smile an that old foxxy-experienced-face of yours.. well, Voting polls are transparent as well, and you get affected by others judgements and comments. You follow blind, social behaviour.. ^b< also, would you like to present all the polls in a list so it will be vertically loo ooo ooo ong? The urge to be unique --------------------- Another thing in social media with transperance, is the aim for beeing unique.. to actually present a name-drop of a category, that noone has said before. Frame population ---------------- Has a correlation of uncertainty raised by how far away the voters are from the core. With core is meant how much a person has used (still use)b=~ a true Amiga, and or as close as possible. Frame population is a bit difficult to control in SoMe It simply doesn't matter if you have a secret facebook group for invited persons. _ Availability ------------ how about availability then? Well, this is probably where it suffers most with people running on Amiga hardware to be honest. In 2 days, many hundreds of comments dropped in (not unique though), but assume they were all unique, please consider the fact, thb>^at only 0.5% were active. Thats like nothing, giving a huge overhead. Transperance for charts is not that good, it may inspire others how to vote (but then, we are back to present a complete list instead for having a "fair" name-drop instead of just impact from your social media fellowers. This brings to the next point... Clever decisions ---------------- Well, this category has a strong bound to how much time u spent for an answer. The more time u spend, the more reliab?+nble. Social media is (without research nor refering to scientific papers about behaviour), a cause driven by spontanously and daily temperament. In diskmags or chartmags, you clearly take your time for actions. Think through your answers, and do your individual measurements of a specific topic. Increased quality. ` Objectivity ----------- Running charts over twitter, snapchat, facebook, a blog or somewhere else you go out because you want to tell the world about your thb@Boughts. To share YOUR perspective. What you truelly need is to do something where you are anonomous or taking as little as possible part so there is no impact of votings. Its just like if you are running a BBS and are a sysop there, and then you want people to vote about best Sysop. You will get bias, because some will vote for you... I dont say its possible, I just say that nature of us are that we want to push out our OWN thoughts as much as possible (just like mysebAlf when I write this article). Confusing texts --------------- Confusing texts or emojis simply make it hard to understand. Here are some true examples I just picked while examine this (about Amiga Games) "Sleepwalker was great. Maybe you meant Moonwalker?" -> well, I dont know to be honest. "The word for gameplay is "clumpsy". It was such a great idea for a game, if it had been given to a proper software developer."a -> is this agreement or disagreement obBTQf the game? huh etc etc.. b Quantity --------- some people comment and show reaction multiple times, while others only do it once.. Well, thats another minus for social media. Your oppinion many times simply gives you a higher ranker. Thats like if you would listen most of the time to the chaoitic duck running over the road 20 times. Please notice: only NUKLEUS rules the World mohahahaha. Lack of nominal scale in socia media ------------------------------------ bCEMention the emojis earlier, but lets go a bit deeper and elaborate them. With many different kinds of emojis (haha-smiley, angry-smiley, thumb-up etc), how can you make sure what is supporting the oppinion, and how do you rank a thumb over a haha-emoji? Disgusting and not very scientific way.. Yuack! And that brings us to my suggestions how I tried to calculate points. Again this is individual and keep in mind: this social media/online chart system is very subDiscrolling text with credits. It is not a very impressive demo but the large background copperbars were probably impressive back then. But the first demo amiga demo that i remember watching frequently is Megademo by Phenomena released in june 1989 a nice classic megademo. I also really enjoyed RSI Megademo by Red Sector released in september 1989 really nice music in that demo and the really nice Eddie the Head picture just a very classic demo with lots of parts. That showbY1bed what the amiga was capable of. Those are the oldest non cracktro demos i remember right now and there is probably other demos i forgotten. But i tried download some older demo on demozoo but i was not able to run them correctly. For example The Space Demo by 1001 Crew released in 1987 o could not get to work on my amiga. I think i need a A500 with 1.2 kickstart for it to work or maybe it does not work with more than 1 meg ram. I remember some demos being really badly cbZIoded. And they did not run if you had any kind of expansions on your amiga. Photons rules are kind of tough and i think is a little unfair to exclude all of those wonderful cracktros and the famous tech demos from Commodore like Boingp demo. But i understand his reason for excluding cracktros because then all the suggestions would be only cracktros. And it was scene demos that he was interested in. Sadly the forum entries did not last that long and there werenb[̖'t many suggestions. Maybe the rules were tough and a more relaxed rules would be better idea. And maybe starting with the first c64, amiga and pc demo would be also a better starting point. Because those other obscure demos are hard to find and watch. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Want to send an article reply? Used the dedicated field +-+-+-+-+- http://www.nukleus.nu/versus +-+-+-+-+-+-+-+-+ q 40 sceners is Ascii scene today b\CĿ| by Browallia/Nukleus IT'5 a fact, that we are all now 10 years older, relative to the category 'Best Asciian' was used in Versus last time. We, or them, or simply us. Ascii artists, belonging to a a smaller sub scene - yet so independent of the Amiga, and yet so important in the Scene Society. >. IT'5 difficult to frame a population, using various kinds of criterias.. e.g: how long is a scroller? I dont have my legs in the jam, and know other people who providb]{ e better magics with characters and the ascii-scene than myself. Still, here we are and we found out (thanks flies to some people who checked the list, including members of impure, divine stylers, dip, hellbeard, and the forgotten, + last but not least sir Garbagetruck) that the Amiga Ascii scene anno 2018 consists of 40 sceners. >40. IT'5 a mission of Sherlock caliber to examine the reuse of logos, or what is active anyway, if you up and then do a file_id.diz. Ob^Ur is it only asciir collections thats count, or the old school scene ascii scene (before pabloDraw) or show up at irc from time to time, or . >40 sceners. IT'5 impossible to draw lines, whats falling under the term 'active'. When are you active is of coz something most people wonder. Well, for us, the most correct answer is "if the artist him- or herself says a status, this is overriding any rule". On 2nd place cb_{omes some releases the last years. >40 active sceners. IT'5 a challenge we know, and don't claim the right when we hereby in Versus #8, defined active Amiga Ascii scene. We just say that this is the best we got. >40 active amiga asciian sceners. IT'5 facing a bright future, when there has been many parties 2017-2018 with ascii and varities of char-art compos around on different platforms. This shines like topaz bright to me. s >40 active amiga asciian sceners b`?left. IT'5 not without purpose, we would like you to contribute at nukleus.nu/versus > active ascii/ansi. There we also provide contact if some info is wrong. We want you active. >40. t About Saxonia by Rumrunner/Void The past There once was a diskmag called Saxonia released on Amiga. This is a bit of background and some information about it. It all started because of two things I wanted to do. I wanted to codeba= something. Secondly, I had some things I wanted to say. The mag engine started simple and stayed simple, but certain features found their way. At least latter versions had clipart support and could use a couple of colours for text. The interface was about the only graphics I could get my hands on. That and the big multicolour font used for the status line. I think the interface graphics originally before me joining Void had been intended for a pack rather than a magbbŴ. It might also be where the name originally was intended to be used. Articles soon became a problem. While I initially had things I wanted to say, Iu soon found out that it didn't take many words to say them. Making big pieces out of something that could be expressed shortly and directly didn't suit me. So it didn't make for much volume of content. I had hoped that people would write some articles and that it would be possible for me to work with the engine and do bcP-. some writing and editing, then release when volume was enough. While there was some support, thanks to those who wrote, draw clipart and supplied music in the latter issues, it was not enough to release because volume had accumulated. I had to use bad imagination to fill out and it made for a mag with too little to read for the effort it needed to put together. As other interests started taking more time and I was tired of not coming up with something to write, a nbdwN,ew release just didn't happen. I never made a decision about it. It just took more and more time until the next release. It still continues to take more and more time until it happens. And I'm still unwilling to make a decision. The future v Many years after the latest release. I did for a while start to use the Amiga for some spare time projects again. That included writing some articles and updating the Saxonia code among writing beg other Amiga code. In Saxonia's case, rewriting the engine would probably describe it better than just updating. It was not much left of the old parts. Most parts were significantly simplified and changed. It became apparent that even though unfortunately I've since been stuck with other shit languages on other shit computers, understanding, thinking and reasoning had improved for MC680x0 assembly aswell. Limitations of the old versions, like wbf?Ehich colours of the palette could be used for what, went away. I think I added more replayer routines aswell. I started to want to make this into something again, as well as other smaller projects. The constant lack of support like music, graphics, logos and fonts I had experienced in the past didn't bother me as much this time. I was first and foremost doing it because I wanted to and cared less about parts I couldn't or didn't have time to make myself. I nevebgZr said much about it to anybody, because this time I wanted to makew certain that it didn't start to feel like I was doing a chore even before anything was finished. But I was close enough that I was starting to sort articles and still perhaps thinking about asking for some music. One reboot later and the results make sure that nothing came out of it, atleast not yet. The machine stayed with the screen blank. I've since checked it a bit anbh d the machine boots without the drive, so possibly that's the culprit. And, since that's where the latest projects were, that's the part I did care about. I've been considering that perhaps the disk would be readable in another machine. I've seen enough strange behaviour that I'm certain that either Amiga needs equipment holding up to a spec more than other machines, or perhaps it's the other way, that Amiga doesn't hold up to the specs. I biG_still have kept the previous disk as a backup, but never even tried it, because what I cared about was that latter work, the work that actually would be interesting at this point. It would not help much in getting to the possibly broken disk either, because I had at that point unfortunately gone to Workbench 3.9 to get support for upto eight gigabytes of disk. For all I know, it could even be in there somewhere that the problem lies. 3.9 wasn't much to like in any bjz[way, the only thing Ix found (apart from the bigger disk support) was the execute window executing in the directory of whatever directory was in the active window on workbench when executing it. Thankfully, atleast from glancing towards aminet, it now seems that people have stopped requiring newer and newer versions. Time will show if I get back into looking at fixing the machine. If the chances were good of something that could work and be usedbk0 without more irritation because of breakage it could happen. Rewrite from scratch is unlikely because if I don't get to what gave me joy in the past on the Amiga, I see no real point. Although I still have the older backup. And that is atleast some. The most promising thing these days is that Void is now much more active than it ever was when I was trying to do stuff. That alone is a nice inspiration. With a balance between enjoyment and feel of obligation I do bl.ϬS not entirely dismiss the possibility of seeing at one point if I can make something happen again. y DD: the young yet so old Pharao by Browallia/Nukleus three-two-one... ...Melon drop from roof top! Before giving your best Lemmings-shout "oh no", let me tell why yet another article is done about Kefrens Desert Dream. The demo from the mighty Keop's was also this time included in the charts. And no matter if the charts are called Ebm Hurochart, World Charts or something enlse, DD is there and sniffing in the bottom ranks of best demo while newer products tend to get the top ranks. For me, there are 5 effects that are stunning in design * The cat eyes intro * The atmospheric 2D-siluette of a Pyramid * the razorblade * mega scroller with the music shift * the small text messages to the audience As you may have noticed, non of them are stunning for the coding effort. Therezmight be cool kefren bars, or 3Dbn starfield, or even some big balls for squezing the hardware to it's limits. But what's left in Desert Dream when digging out the demo covered by desert sand, are a handful things. Merge (ex Laxity), Zeus, Airwalk and R.W.O. know that they were going to release a hit when arriving to The Gathering 1993 according to comments from Pouet. Last, Versus is now beeing around for 15 years now, compared to the young yet so old 25 years old Pharao, aka the release of a tematic mega dboJ Yemo (DD/KFR, TG'93, 10th of April). { 2018: An Amiga Podcast Odyssey - The Amiga Podcast Scene of 2018 by Puni/Void Back in December 2016 I wrote an article for Versus about the various Amiga podcasts out there. A year and more has passed since then and I ask myself, how's the Amiga podcast scene looking today? In this article I'll provide a quick overview of the different shows out there. The Two Amigos -------------- The show that has grown the most since last bp"Ktime is with no doubt the Amigos Amiga Podcast. Aaron and John (Boat), both from West Virginia in the US, started out with their show back in 2015 and have since then launched their own website (everythingamiga.com), other non-Amiga projects and more. They also have an established team (which they call the "brain trust") with several people participating with articles, graphics, hardware guides and so forth. If you look at their YouTube-channel and websibq te, you'll quickly see that there is now an "Amigos" community consisting of fans all over the world. Sometimes Aaron and John receive packages in the mail from them with sweets, magazines, games and all kinds of other stuff. They open these presents live on air, which can be entertaining to watch.|The focus of the podcast is still Amiga games, but they have mentioned demos from time to time as well. I have a hope that they'll make a special episode about the DemobrRQscene in the future. The One with all the Celebrities -------------------------------- Dan Wood and Ravi Abbott are still going strong with their The Retro Hour podcast. As I write this, they've just released episode 121! That is very impressive to say the least! One thing you'll quickly notice about The Retro Hour is that it always has interesting guests. If you want to listen to interviews with developers of old games, software or with people who played othbsWer roles the industry in the past, this podcast delivers the goods. Their guest-list is longer than my daughters wish-list for Christmas! John Romero (Wolfenstein 3D, Doom), Martyn Brown (Team 17 founder), Trevor Dickinson (Mr. Amiga), Ben Vost (Amiga Format editor) and Al Lowe (Leisure Suit Larry) are some of the people they've had on the show. The Amiga still has a big place in their hearts and both Dan and Ravi are to be}seen in various btŮAmiga related videos on YouTube. As last time, their address is theretrohour.com. We're Talking Next-Gen ---------------------- AMIcast by Krzysztof Radzikowski a.k.a Radzik is quite different from the two podcasts we've looked at earlier in this text. His focus is more orientated towards the time we're living in now and to were we are heading in the future. He also looks past the games and into productivity software, operating systems and hardware. Not everything has tbu o be retro even if we're into the Amiga, so I find Radzik's approach refreshing. It is also good to listen to topics about other stuff than games. As we know, there are more to our platform than just gaming. As I wrote in the last issue of Versus, Radzik is an AmigaOS 4 user and owns an AmigaOne X5000 computer. If you're not familiar with the AmigaOne range of machines, then you should have a look at A-EON Technology and their projects (AmigaOne X1000, X5000, A1bv =222), but also on the SAM's from ACube Systems and original AmigaOne's from EyeTech. Since Radzik has hands-on experience with AmigaOne and uses his machine all the~time, he provides the listener with a valuable insight into the current status of the AmigaOS 4 platform, both its strengths and weaknesses. During the last year he's done plenty of interesting interviews, even with members of the Versus staff (Browallia and Menthos). I highly recommebw6Qsounds similar to CUBE (it's the English translation of tbgZhe word "kocka", the way nerds are called in Hungary) Solskogen 2018 (Norway) execute law with their own hands... Some parties have rules which I could not imagine the consequences of breaking,but the law is executed with own hands. And you need connections to a huge demo scene lawyer not to end up with messing with these guys.. First I guess I need to end with my own boob pictures (or is that pornographic? Huh, don't know, in my opinion, my pictb9ures are pure erotic, but that's another story). Hmm, anyway, this rule is so lovely and maybe one of the toughest banned stories ever in the scene history!? Don't use YouTube ContentID after the party! This enables monetization of our party coverage videos which leads to ads being forced on people, which sucks. If you do this, we reserve the right to disallow you from entering future compos, because it's such a dick move. At Solskogen, you can see the expericence shining thrbDLuough of organizing parties before. Also, modern adjustments of party rules, like this one snapped from general compo rules: "Nor do we accept contributions that look 99% like something released by you or your group already. There is remixing, and then there is downright lazy." - and at the footer, Commodory flirt with integrity: GDPR SEES ALL! C=TRSAC 2017 (Denmark) Devil's got passion... My guess would be that one of the orgas is chanting, not to the left-righbFft in the Yoga/Bicram/Feng Shui-field, but rather down, down, down to hell. Poems and Gothic is emotion and passion, or how could this little flower else survive on hottest place below the crust: Therefore, Their sons grow suicidally beautiful At the beginning of October, And gallop terribly against each others bodies. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Do you know something or an individual shout to announce? We've a field for you 24/7 http://www.nukleubPs.nu/versus +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ There are many more parties, and hopefully I can mention some more next time. I lift my hat off to all of you heroic scene souls still organizing events. Lets go party and 'kocka us!'.  Review: Irregular Review #4 by Cefa68000/Nukleus Spaceballs released a new Irregular Review mag. This magazine concentrates more in reviewing demos, intros and other stuff released on the amigbY|a. And it is very helpful mag because then you get a small reviews on releases that you may not know about. Irregular review starts with a very nice large scrolling landscape scene by Jok & Prowler. And then you get a very simple clean design with six triangles which are different article sections that you can choose using the keyboard. I really liked the music by Juice of Spaceball very calm and perfect for a diskmag. The sections in the diskmag are: * Editorial * b;Retrokomp * All the other probs * Compo Tracks * Coders Opinions * Bestness Evaluation Editorial - I don't need to say much is a editorial section with some miscellaneous information the editors."Retrokomp" section was a very interesting read the were lots of reviews from the demoparty Retrokomp. I was not aware of the Retrokomp party before but there was apparently lots of stuff released on this demoparty, very interesting section to read about releasbed in this demoparty. I will have to keep a eye on the next Retrokomp party. "All the other probs" section is where they review other releases that weren't released on Retrokomp. This section has reviews of Chiperia 8, Rusty (Rust 2.0), Amos Tribute, Let's twist again and other releases. Very interesting to read and I found the review of the Amos Tribute demo interesting because i was not aware of that particular demo. Lots of reviews and very useful section to get some new suggbq&&estions of scene stuff to watch. "Compo tracks" sections is where you find reviews of new scene music that has recently released. Very nice section to read if you want to get fill you music playlist with some new tunes. Coders Opinions is a new section where the editors ask some coders to pick some productions reviewed on the diskmag. And to provide their opinion of that particular production. Very interesting section to get the point of view of the demo scene coders.b)This section was probably my favourite short but cool. Bestness Evaluation is the small chart section where the editors choose the top recently released demo scene productions. The difference between Irregular Review 3 and 4 is the new coders section which I really liked and that there was fewer reviews in this issue. The new section was very cool and maybe having a graphic option and musician option sections would be idea for the next issue. I prefer the music in tbohis issue compared to the Irregular review 3 is more calm and easier music to listen while reading. In summary this new entry seems to have less reviews than the previous Irregular review. But Spaceballs has released a very good diskmag which will helped me find new stuff to watch that I was not aware of. I'm looking forward to the next release of this diskmag i fully recommend you download it and to check out yourself.  Party Report from Revision 2018 bq by Emufr3ak of Void Location -------- Revision is located in Saarbrucken (Germany) at the German/French border. It is the biggest pure demoscene event worldwide. The Party is held in a factory-hall that holds enough room for the over 1000 guests. Amigas and other computers -------------------------- If you're interested in obscure and rare computer systems, Revision did not disappoint. Besides a lot of PC-desktops and laptops, there were a lot of old-sbSFchool systems. Quit a lot of people took their Amiga with them. Close to our place there was a table with rare Amiga systems. The Blizzard PPC for classic Amigas was up and running. One guy also used an Amiga 4000 with a PowerPC extension that was designed for 68K-Macs and a Voodoo graphics card. While this system won't run Amiga OS 4, some custom made software did run impressingly well. There were also some vampirized systems and of course a lot of goodb7r} old classic Amigas. One of the more exotic system was a KC 85/4 a computer developed in the DDR. Individual Computers were tempting me to buy brand new Amiga and C64 hardware, so if you were looking for a turbocard for your Amiga or a new motherboard for your C64, you were at the right place.People ------ Revision is big. While this gives you the opportunity to meet a lot of people you will obviously not be able to talk and drink with all of them. Tb" >his means you might very well meet your favourite demo maker, but only if you're lucky. That said you'll meet a lot of interesting people and have fun. Party coding is also an option if you're together with some buddies you won't meet otherwise. The atmosphere is highly inspiring but also very loud. It is not the right place to do something very complex in my opinion. Newschool --------- The quality of the compos was very high. This made watching the compos a lot of fun. Itbg's a good place to release high quality prods. If you're beginner however, your entry might get a bit lost. Almost like a Revision tradition, also this year some releases achieved what was thought to be impossible. The 4k "Oscars Chair" for example achieved a level of detail and realism that has not been seen in a 4K yet. Also, absolutely jaw-dropping is the 64K "Silent Dims the Stars Above" and the 8K "One of those days" which shows a skier performing different b́stunts. The PC demo competition was solid, but a bit longish and repetitive. There was another demo starring Kevin from Spacebigs. Make sure tohave a look at it. If you don't know the other "Kevin demos" yet, make sure to have a look at them also. You will definitely have a laugh. Oldschool --------- The Old School demo competition did offer nothing ground-breaking. The overall quality of the demos was excellent though. Winner was the C64 Demob We come in peace. It's a coproduction from the old rivals Censor Design and Fairlight. There were also two excellent Amstrad entries and other more obscure platforms competing. For example there was a demo for the already mentioned KC 85/4. Amiga ----- There were several cool Amiga compos. Void probably managed a new record in the Amiga Intro competition with 4 entries :-). Oxyron presented a very good Amiga intro called Ochseneier with some new ideas for effebacts. I also liked the Overtone intro from Nah-Kolor. Definite highlight Amigawise was the Amiga demo compo. The winning demo "The Fall" from Lemon and the Deadliners is a true masterpiece. The theme of the demo is about the fall into the rabbit hole from Alice in Wonderland, which is a welcome variation to the usual science fiction or space based themes. Also have a look at invertebrates. It beats the betterranked AGA-demos in this competition in my opinion. AlbR0so, my mate Alientech made his debut with a little scroller called "Hello". Conclusion ---------- I could go on forever about this party. There's still so much not mentioned here. There were for example excellent music acts every night and live coding. There was also excellent tracked music released at Revision. Definitely watch (yes you read right) Wrecklamation from Hoffmann. But there were also a lot of great Amiga mods in the compo. If you're looking for a greablt place to meet people, watch the best demos and or just an excellent party, Revision is the place to go. The size of the party does bring some problems however. The sheer number of demos to watch and things to do can be overwhelming. A small party might be a better starting point if you're new to the scene. That said Revision is definitely more than worth visiting.  Best of Amiga @ Revision 2018 by Bobic of 4Sceners.de & BitFellas At Revision 2018 wb[@e were able to admire and marvel many masterpieces, large and small, and absorb them with all our sensory organs. We've seen them for Windows, for MS-DOS, for the Commdore 64, the Amstrad CPC and of course the Amiga. Our Amiga! Now we present our personal favourites from Revision, made for our favourite computer. The Fall / The Deadliners & Lemon. (Demo, Amiga 500, 1st place) --------------------------------------------------------------- After coming to movies and intbJo theatres, Lewis Carrol's children's classic Alice in Wonderland now also gets its appearance on computer screens as a scene demo. For the Commodore Amiga 500, The Fall turns out to be a magical, masterfully staged miracle that makes demo dreams come true. Brilliant graphics scatter icing sugar in our eyes, the three pieces of music go wonderfully into our ears and then, design wise, there is even more magic going to happen! Everything is in together in harmonb =#y, is perfectly coordinated and offers enough room for the effects to unfold. Lovely details like pixelated frames, animated sprites and much more, make the checker boards, vector tunnels and particle effects a real fairy-tale adventure that ends with a great rendered animation. It's incredible how much love and ambition are in The Fall, which was created by a whole battalion of legends of the Amiga demo scene. Dascon and Virgill are responsible for the music. Madeb Z, Facet and Prowler show that they still can do good, old pixel graphics, while on the programming side, Oriens, Soundy and the legendary Dan (Anarchy and Core Design!) show off their skills. With Leonard / Oxygene, even an old Atari wizard was responsible for the demo framework. This demo is definitely worth watching, so dive in and enjoy it with all senses! Hexel / Ephidrena (Demo, Amiga 1200, 2nd place) ----------------------------------------------- The new AGA magic b  of Ephidrena has a hypnotic effect. Accompanied by relaxing, but pulsating, electronic sounds, coder Loaderror celebrates a technically modern, varied spectacle, which even brings some new effects into the Amiga camp. Anti-aliasing, copper glow or the screen-filling, large metal balls are a real feast for the eyes. Only the effect descriptions that appear every now and then are kind of disturbing. Part II - Horizons / Unique (Demo, Amiga 1200, 3rd place) -------------b $-------------------------------------------- If rotating objects are so big in an Amiga demo right at the beginning that they hardly fit on the screen, you can be sure to have a real heavyweight to watch.That's exactly what Unique's new demo does. From beginning to end, this thing is just fat. Glistening light effects shine everywhere, the scenes sparkle with 3D richness, great textures or even mighty tunnel flights. The soundtrack pumps in a lot and makes it clear to us b \ that Part II - Horizons, is a really massive real-time demo with impressive technology. Oxyre aka "Ochseier" / Oxyron & Desire (40k Intro, Amiga 500, 1st place) ------------------------------------------------------------------------ Oxyre is one of those little, fine things you just have to love. Although there is not really much to offer, visuals, effects and music are simply atmospheric and arouse desires. Of course, for more! That's exactly what the developers promisebK us with this intro, because it should serve as an appetizer for their upcoming big project. With the nice chiptune soundtrack and the sexy, rotating ring made of cubes, this is also very well done. Inviyya / Tigerskunk (Game, Amiga 500, 4th place) ------------------------------------------------- Shoot'em Up's are available for the Amiga like sand at the beach. Nevertheless, you are always looking forward to train your trigger finger in a well-made game. Inviyya has all the bPrequirements to dust off the joystick and test your rusty reflexes. The game in the style of R-Type and friends shines primarily with itspretty look, whereby the animations of the opponents and explosions could still need a few more frames. When designing the level, the developers use familiar templates, whereby we noticed the lack of any extra weapons in the presentation video at Revision 2018. So, there is potential and we hope that the developers will hopefully cob]Xntinue working hard on this to create a "I must play this!" game from an interesting title.  Datastorm 2017 Summer Report by Cefa68000/Nukleus I went to Datastorm 2017 Summer for the first time last year. Sadly, I was busy on Friday, so I missed the first day of the demoparty. Datastorm is a yearly oldschool demoparty that has become very popular in Gothenburg, Sweden. Datastorm was held in a nightclub that has a very weird ab vrtsy Mad Max style. It is kind of hard to describe, you will have to see for yourself. There were almost 200 visitors this year and almost all of the big Amiga sceners were there, like Up Rough,Tulou, Spaceballs, Scoopex, Insane, Blueberry, Chris Huelsbeck, Mahoney, Nature and other one that I have forgotten, but there were many people there. When I came, I started talking with the sceners I knew, like the guys from Tulou and Nature. The place had a nice atmosphereb and I had a nice day talking to everyone. It was a long time since the last demoparty. The theme this year was Monkey Island/Pirate theme. I don't know why, probably some sort of anniversary. The food that you could buy from the backyard area was very nice, vegetarian food. I'm not vegetarian, but the food was tasty. From the bar you could order the usual sodas and beers. The large backyard area at Datastorm was very nice with some old used car parts scattered around. Theb/re was a BBQ and some sofas that I used and talked with the guys from Insane. It was a nice relaxed atmosphere walking around talking toeveryone. On Saturday evening Mahoney had an interview on the stage with the famous musician Chris Huelsbeck. He talked about making arrangements of the Turrican tunes with a real orchestra. Mahoney asked and showed some technical details of the TFMX sound routine and how it worked. They showed some videos from Chris' C64 Soub/nd Monitor and other players he was involved with. This interview was very interesting, and you can watch it for yourself on YouTube https://www.youtube.com/watch?v=WL9g-YkhyS0. I highly recommend to you watch it there. Afterwards, many people were sadly busy (because the deadline was coming) working on their demo entries, tunes and other stuff, so I was just walking around talking to people that seemed less busy. Afterwards they had some weird improbvised actor playing the Voodoo Lady from Monkey Island on the main stage. This was a little weird and she talked/screamed very loud, so I walked outside to the backyard area. On Saturday evening there was the graphics competition. The first entry was Amiga ascii. I did not pay much attention to the ascii entries, so I won't report on them. There were apparently only two entries in the Amiga ascii compo.The next competition was the Amiga graphics compo. There wereb^ three entries and I liked the one called Jungle Glitch by Sunday/Calamity, which ended up in second place. The first-place winner was a 6k executable computer calculated picture. I was very impressed! This type of computer generated pictures is not very common on the Amiga-scene. The next compo was a fun compo called Colour Cycling pictures. The point of the competition was to create a picture and use a colour cycling animation. There were three entries in this compbP)o by Dalton, Sunday and Todi. The first entry was called Bad Rings by Dalton of Tulou and it was a simple rotating stars animation. Second entry was a Tulou Invaders by Tody of Tulou. It was a very nice colour cycling logo in the middle and Space Invaders alien the background that scrolled downwards. This entry was my favourite of the colour cycling compo. The last entry was called Truckstop Ayeehualaska by Sunday, don't remember which group, but I thinbm@sk he is a member of the Amiga group Traktor. A very nice logo with a scrolling copperbar in the background. The next compo was the Petscii competition, but I went to the backyard area and missed this compo. There was sadly only one entry in this competition. Next was C64 graphics, which I also missed, since I was still outsidesocializing with people. We had a small break between the compos, so lots of people went outside talking and bdrinking. It was getting a little late and it was getting a little cold outside, so I stayed and waited for the compos to start again. The next compo was the Wild demo compo, but I skipped that compo also. I was only interested in the demo and intro compos, since it was late, and I was tired. The Amiga demo competition was a combined OCS and AGA one. They had some sound problems with Insane's OCS entry, so they showed this in the end of the compbdQo. We had to wait a while because they had to switch computers. The first was called JD-00: HACK-IN-BOX by Wine Design. This entry looked like demo made with the help of the YouTube Amiga Assembly course by Photon of Scoopex. It looked like Wine Design changed some colours and some graphics. It looked like it was their first Amiga demo. The next entry was a nice small demo invitation for GERP made by Traktor and Nature by my friend Olle. :) Next entry was an OCS A500 demb9o called B2B6 by Insane. It was a simple demo with a heat picture on the side of the screen with some copperbars in the background with some text. The music was nice, and I enjoyed the simple design of it. Itreminded me of those old cracktro intros. The last entry was the only AGA entry, which was a surprise. OCS Amiga demos are getting more and more popular. The entry was called Naughty by Nature and it was a very impressive demo with lots of advanced 3D effects runnb+0ing in a nice framerate on a 060 AGA Amiga. It was short demo. I would have liked a different colour scheme because brown and dark colours do not show well on the big screen. The next compo was the Amiga 1k Bootblock compo. The first entry was Boot me up before you go go by Jackasser of Booze Design. It had a very impressive rotating Booze Design text with colour cycling and shadows. It also had music, but I would not call it music, more of a sound looping. Next entry was b!w also by Booze Design and it was called Let's Twist Again, also made by Jackasser. This was a very nice-looking twister effect with better music this time. Last bootblock was made by Olle/Planet Jazz and the entry was called Olle. :) This one also had some sound effect, since it is hard to make music with only 1k. This entry had a sinus pixel effect like old screensavers. A nice little fun bootblock.After a short delay, it was time for the C64 4k compo. They tried b to start a demo by Alfatech called Tribute to Triad, but they could not run it properly. A demo party is not a demo party without some problems. The organisers decided to skip this intro and run the next intro called Datafresh by Loonies and Darklite instead. This 4k intro had a very nice music and very advanced nice plasma effects. It was coded by the Blueberry and I think it is his first C64 intro. Afterwards the C64 demo compo started and first demo was called Pandemob*eniac Part 2 of 5 Swirler by Panoramic Designs and Prosonix. This was a very nice scrolling twisting text that I could not read. A very nice and short demo. Next was Witchcraft by Logicoma and Pegboard Nerds. This was a very simple demo with a logo that changed colours and a scrolling text underneath the logo. The music was a good C64 tune. Next was Beats by Atlantis, a nice demo with some cool effects. My favourite was a blinking flying pixel ball that later hadb O the blinking Beats text flying over it. There was a plasma effect and nice graphics by Diamond Design and Fatfrost. The music, as always with C64 demos, was very good. The last demo was K9 V Orange Main Sequence by Fairlight. This was the mostimpressive C64 demo with the most design and some nice effects like triangle fractal zoom and very nice music and design. Watch it on YouTube or on your C64, as I highly recommend this demo. It deserved the first place and it db!\;id win the C64 demo compo. That was all the entries I watched and after the last C64 demo it was time for techno, dubstep music by Tentakel on the main stage. When it was time to sleep, I was surprised there wasn't any sleeping quarters, so I had to find some place to sleep. It was hard to find a spot, because there were people sleeping everywhere. :) I tried to get a hotel room on the nearby Radisson, but there was sadly no vacancy there. I finally found a small sofa nb"4HMear the entrance to sleep in. Next year I will book a hotel room ahead of time. When I woke up, the organizers invited everyone to a breakfast which was nice. I don't remember the price ceremony, so I can't write about it. I was tired and just wanted get home and sleep some more. The demoparty was very good, not that many compo entries, but Datastorm must be the best scene demo party in Sweden. You should come if you are able and see for yourself. b# Game intros from the past by Smaugur/Nukleus THE CHOSEN CHOICES ------------------- It was very difficult to choose games to be on my personal top five Amiga game list, because i really enjoy and have played many many Amiga games and it was some time ago i played them it was needed to dig deep in my mind to remember them all. I wanted it to be a wide spectra of games genres, and also wanted it to be the intros that I really LOVED b$back then and still LOVE now because of the great magic composed art all of the intros include. Game intros are needed to make my fantasy around the game come to life, and that makes me more eager to play the game after I have seen it. All the intros below have a very powerful music and very nice graphics in my opinion, with a nice story and they are all very well composed I think, and they have all reached my heart as a young gamer. Why game intros then, you say? - The b%6f short version for me is that game intros are composed by the magic art thats makes the game more interesting and exiting,even before you have played it. THE MAGIC ART ------------- These intros below are the ones I think have a very good atmosphere, for example thunder and lightning like in 'Moonstone' and 'Another world'. That makes those intros very special to me becouse lightning is both dangerous and exiting to me at the same time, and that makes the intros here more ib&4Sntense to me to start with. And like a magic show, the lightnings strike down and the magic happens, for example in 'Another world' when the experiment goes wrong becouse of the lightning and the teleport to another dimension happens, just like magic. Or in Moonstone when the druids are gathered in a circle and are chanting to the Gods, and the Gods answer the highest priest and the knight gets special powers when the lightning strikes down on the hero, b'ڑ just like magic. Also compare to the movie 'Back to the future' when Doc Brown uses lightning to power the time machine (the car) except that now the lightning comes as ananswer from the gods above to power up the Knight whit powers. SMAUGUR'S GAME INTRO LIST ------------------------- Here I mention a few game intros that I LOVE, but not excactly what i voted for. They all have this magic art that makes them special. Moonb(ɒstone (Mindscape) As mention above, 'Moonstone' has an awesome intro, with a good atmosphere that I really like. I feel the power from above when i see this intro when they pray to the Gods and the lights and thunders starts, a must to see! See the intro here: https://www.youtube.com/watch?v=n0rrm5RXHyI Another world (U.S Gold) And talking about lights and thunder - Another world has what I think one of the most exciting intros on the Amiga 500 with this magib)톰c atmosphere, and really nice vector graphics and a little taste of a technique called rotoscoping. As mention before, a parallell to the movie 'Back to the future' the experiment goes wrong and no one knows what is happening.And I love that they choose to write the text 'Peanut Computer' in the game intro, simply perfect! See the intro here: https://www.youtube.com/watch?v=G1EGP2EyWe0 Fans of 'Another world' have also made a remake of the intro here: https://wwwb*3 -.youtube.com/watch?v=1Nlmje-rUQs Another world 2 Flashback (U.S Gold) Also has a cool intro, but I prefer 'Another world 1' intro if i have to choose beetween them becouse its longer and has a better atmosphere but I enjoyed this intro too - it's smooth and looks very realistic, like in "Another world 1" the game graphics is like a cool action film. See the intro here: https://www.youtube.com/watch?v=f0nieImnM5U Epic (Ocean) Epic from 1992 could have been inspired by Alcatrazb+ # demo Odyssey who was ranked 1st in the demo compo at the party 1991. Compare yourself if you think so (https://www.youtube.com/watch?v=6TWX2gzRz5Y).Anyway, it's a very sweet game intro that I really love too see because of its awesome vector graphics combined with a very powerful music and a must to see. See it here: https://www.youtube.com/watch?v=JtOWXHqf5vY Frontier Elite 2 (Gametek) Konami is mentioned because they were due to be publisher, before selling b,vthe rights to Gametek. Frontier also has a nice intro with a space jump in it, and very very nice heroic music and cool vector graphics. See the intro here: https://www.youtube.com/watch?v=GzEj4Gq7fT4 Supremacy (Melbourne House) Ok let me dig deeper in this, Supremacy has a cool intro in my opinion and the graphics is great. It's like a God creating space and the music here is the magic touch because it's very very powerful and I LOVE the way the graphics and the music b-fit together. See the intro here: https://www.youtube.com/watch?v=sYbA_2NuyUQ Shadow of the beast (Psygnosis)SOTB dosen't have the most awesome intro too watch, but the great music to the nice graphics create a very nice atmosphere from the very beginning so its worth mention along the others. See the intro here: https://www.youtube.com/watch?v=5bgm-9yLsLo Shadow of the beast 2 (Psygnosis) SOTB2 has a classical intro with the evil beast is comming to capture the beauty womb.an. Just like in the game 'ghost n goblins' intro but longer and cooler. It has a good atmosphere with good graphics and a compact but intact story. See the intro here: https://www.youtube.com/watch?v=xcOkQKeDigs and then, last but not least, that game also topping the Versus #8 charts... Turrican 2 (Rainbow arts) Turrican 2 has a really really awesome game-intro. I think they could have got inspired to the intro in some way from 'Star Wars episode 4 - a new hope' wb/WD`hen they blow up the door to the ship and then evils enter. This intro makes me feel that it is time to blast the enemy scum now!See the intro here: https://www.youtube.com/watch?v=Fvha_2hAzq0 Well thats it. I could have made this list soo much longer because I LOVE many many Amiga game intros. I hope you liked to read the article and as always, Amiga rulez!  Games from the past (part 2) by Browallia/Nukleus Shouldn't favour any game, bb0 ut this is a for-fun category and 'Best Amiga Game' will not show up every issue. We have used the category before however, but I dare to write some about games here without any impact of future results known as bias C= . First of all - why the heck didnt my favorit game LOOM (Lucas Arts) that I sadly sold, is not presented in the charts?? Gee, I such love that story and the graphics. But guess some monkey Island team that use to top charts will do. In the top we also b1Usee Turrican II as no surpise. This game also has a nice intro that Smaugur mentioned in part 1 of this article. It's also nice to see (as Puni pointed out when handed over the preliminary results of the Best Amiga game chart) that there was a newer game (Crazy Priest Extra, 2017) who made it into Versus this time. Oldest game entering were Populus and Shadow of the Beast (1989). A quick glance at the chart results, also shows, that of the top-15 ranks, only 2(!b2F&fY) games were developed for the AGA. Retrogamer.net had a top ten Amiga 500 games (August 2014) and great to comparetheir list with our result with similarities and differencies. For example, I don't understand why they don't mention Superfrog? Alien Breed, Theme Park, Jimmy White's Whirlwind Snooker (fantastic game!) and Wings were the only we didnt have in the top 15 this time and when checking back in the archieve, only Theme Park didnt make it at all in the b3Xlist. Wings was close to enter this time and can be seen in the article 'better luck next time'. Of the AGA games retrogamer.net mention, Alien Breed 3D appeared at rank 15 in our last chart but fall off the cliff this time. Oh, I just saw a Star Trek 25th Anniversary game (1994) mention in Retrogamer.net, but can not recall to have seen that in our charts. Thats odd, maybe the Amiga sceners didnt like Star Trek afterb4yET all? Finally, the old barking joystick grumps: Kickoff 2 or Sensible soccer? none of them, go Speedball 2! C=  The Return of Amiga Joker - Risen from the Amiga ruins by Dire/Darkage Died in 1996, back among the living 21 years later - the resurrection of legendary print magazine "Amiga Joker" is a miracle. For two decades, printed media have been experiencing a steep decline. People have less and less time, free content on the Internet does the rest tb5Ļ.o drive the slow death of magazines and newspapers worldwide. Still signs and wonders are happening... In October 2017, at the "Amiga32" fan convention in Germany, the legendary magazine Amiga Joker celebrated its one-time return. The probably most stylish German-language game magazine of the golden 90s is only planned as a unique and exclusive special edition, but "hope dies last", as initiator Richard Lowenstein emphasizes. The former editor-in-chief of Amiga Jokeb6Ų<%r and passionate game journalist gathered a bunch of former comrades-in-arms and journalists and worked on a successful revival of the magazine, which was once discontinued by the original publisher back in November 1996. Humour and wit in speech were the recipes for success of Amiga Joker, and the comeback edition is also bursting with brisk "Joker writing-style" and self-irony. Editor-in-chief Lowenstein and former Joker editors DieterMarchsreb7H==~iter, Markus Ziegler, Reinhard Fischer, Manfred Huber and Paul Kautz as well as the guest authors Nico Barbat and Joachim Hesse make fun of themselves, the Amiga and the world of games. The new concept in consideration of the slackness of new game releases for the Amiga: On 44 pages the editorial staff lets many Amiga classics compete against current game software ("Old vs. New"). "Sensible Soccer" against "FIFA", for example, "Pirates!" against "Assassin's Creed IV b81DBlack Flag" or "Lemmings" against "Pikmin". You would think that in such a constellation it is clear which game wins, but there might be surprises. The new Joker also features popular sections such as the Brork- and Joker-comics by Oliver Wunderlich and Werner Regnet and the personal game charts "Up and Down". The content of this issue, which is accompanied by an illustration by the well-known game artist Ogan Kandemiroglu on its cover, features an interview with the lb9bјegendary game developers of Factor 5 ("The Turrican makers dish the dirt - successes, pirate copies, comeback plans") as well as questions and answers on the "secrets of the editorial staff", which unravels many a mystery of old days. Even the Demoscene finds its place inside the Joker: The "Demo Gallery" presents "Starstruck", "E255" and "Jesus Christ Motocross" and shows 20 demos that are a must-see since the former death of the magazine. "The demo gallery was alwaysb:ɓ(gone of the sections of Amiga Joker that I enjoyed writing. It was obvious that a new edition of the Amiga Joker can only exist with a demo gallery," editor-in-chief Richard Lowenstein clarifies. As if that weren't enough retro-work, Richard is currently developing a new shoot'em up game exclusively for classic Amigas: Reshoot R should be published by the end of this year. The comeback of the Amiga Joker, it's heart-warming, the editorials reminb;#d of the good old days. The Joker was a cult back then and it is cult now again. Yes, the team put a lot of effort into the new edition, allowing old fans to experience the charm of the magazine totally anew. The first edition was sold out promptly, only remainders of a reprint are still available at www.amigashop.org. It will be the "very last edition". Maybe.  Portals foreword by Browalliab<H]/Nukleus Scene portals. There are many and for me, they are my heroes. They don't produce the data, but I've mention in some articles (1999, 2000, 2003 and 2007) the importance of peripheric activites and those acts holding scene together with an invisible glue. Portals have this function (a chart mag is another example). This article set is the biggest scene study ever made with stories from founders. Curiosity was behind when I asked the people behind Scenetb=̕, Orange Juice, Back 2 the Roots, Diskmag.de, Demozoo, Pouet, Bitworld (Kestra) SAFiR, textmod.es, asciiarena and last Bitfellas.org. I have noticed, that its very difficult to give an exact date when scene portals went online. Is it the first day of going public or that date when you know where your portal is heading? I leave this open for future discussion. I would like to mention a few other great portals I didn't cover: Untergrund.net was created in 2003 and went fullyb>NP public for hosting sites 2005. ADA, the matrix for Amiga coders and their products. AMP with french roots just like many others (Orange Juice, Nectarine & Pouet). Scene.org with file archives and yearly awards between 2002-2012. SceneSat with broadcasting and reminding us that what comes to internet stays in internet, andfinally Slengpung with personally scene galleries. Anyway, thank you all for existing or your days from the past.  Kestra Bitworld: from music to rb?@eference DB by richard ORIGIN The beginning was in the year 1987, when i bought the first computer ever, Amiga computer. (still using amiga programms, Morphos.) And since, it was always nicer to archive crack intros from the games either to collect the games itselfe. In the year 1991, some friends of mine started to form our own mini demogroup, named PseudoDOS. The author/programmer of the online databse is one of those persons. And still b@Wp)Jfuzzeling around. In the year 1995/1995 i met up Peter Kunath and Florian Vorberger, who created the well known exotic-format amiga music player. Delitracker. So we bundled our archives, demos and musics. Back in 1994 i have found a textfile with a lot of demos, arranged by Mirco Pauli, we also get in contact, and some disks were moved around, also in 1994, i have started to edit some textfile with all the releases which we have already got. And since, it never stoped.bA-NI met up a lot of amiga sceners, to can get more disks filled up with our beloved material. People like Captain Bifat, Mnemotron, Nosferatu/Razor 1911, Conan/Rebels, Atfm/Black Monks, Deature/Humanoid, Mr.Spiv/Cave, Amon, Vital, Buzz, Zinko, Grendel/Byterapers.... THE TALE in 1996, the first contact with the internet, some more contacts came in. Also with Buzz, we build up the well known exotic amiga music archive - amigaexotica. in 1997, cygnus started wbBѠ$ith his amigascne server. And we came up to setup some ftp archive filled up with mostly all what we have already collected. The main archive is still at cygnus's place, since. And never changed. In 2004, another nice chap, known as Break, build up his own mini online reference system, (Break is a good friend, we always gave all our archives to each other.) http://www.arabuusimiehet.com/break/amiga/index.php?mode=upd First ideas about some upbCҙPcoming online reference database came up. In 2008, Andreas tried to extract the text based edited scene releases listing into some standard database system. Our first online database went online.''Asle'' have had also some nice looking online reference system running, and on some day, he jumped over as editor, and with his extreme hugh amiga mod archive, known as amp, we got tonns of new infos and files. During the years, oubDӃr super ''alien'', known as Curt Cool, jumped into our editors team. He is working like an "alien", unknown how he could do that. Spending hours and hours into our own created amiga world. Incredible! All that is hosted at Buzz's system, since 1997. ehm, and so on, . all the best and bye bye  Orange Juice - something juicy and something orange by yes and Chan INTERLUDE --------- What kind of color do you get if you squeeze out a red tomatbE?ho with a bitter sweet lemon? Well, the tast of orange juice is kind of obvious, isn't it? Who doesnt remember the orange color between every post in this forum. For quite a long time, the homepage promise a come back. Browallia was curious about the scene striations or other marks left in the tracks after floating orange juice and asked the founders Yes and Chan. ORIGIN ------ Short presentation? Orange Juice (the Demoscene information portal) was, in the 90s, a pobF f rtal of information on the demoscene including a repository of past demoparties with their results, a directory of sceners, a news feed, a forum, an FTP, a banners exchange, some charts and a oneliner. The team consisted of Chandra, Dr Yes and Aevoc.Chan (aka Chandra) : I'm Charles Sauthier, 40 years old. The first computer I started coding with was a CPC 6128, but I really started programming with IBM Basic on the first computer of the home, an IBM PS/1. The first bGdemos I saw were on my cousin's Amiga 600, I immediately fell in love with these artefacts ! I still own our IBM PS/1, with its Sound Blaster Pro, but don't know if it works. I keep watching demos on Youtube regularly (my favorite ones are the 4k and 64k intros), but don't have the time to go to demoparties. Yes (aka Doctor Yes) : My name is Christophe Le Sage, I am 46 years old. I started working in computer science in 1980 with a ZX-81 I was bH׈qLvery interested in the Demoscene in the mid-80s, I started with an ATARI 1040 STF and then with an AMIGA 500. I have two kids, but I try to find keep up with the Demoscene (I'm still going to demoparts). I have two AMIGAs that are still working (A500 and A1200) The nickname Chandra is a reference to a character of "2001 : A space odyssey", but since it's also a fairly common indian female first name it was a little confusing / misleading, so Chandra decided a few years labI4ter to shorten it to Chan ;-) Same for Yes. Christophe's first nickname was CLSAMIGA in 1986. When he decidedto buy a PC, he decided to change it. As a true James Bond fan, he wanted to change to Dr No, but it was already take. on the demo scene. The 'Dr Yes' version was more positive but a few years later, his friends decided that 'Yes' would be shorter and better ? Do you remember the motivation and first thoughts around the community? At the time there was bJپy-only scene.org, which was basically an FTP repository. It was therefore necessary to have an information portal about the demoscene. We did not have any special talent to make demos apart from collecting and organizing. We thought that the community needed a space to gather together and share their ideas, other than the demoparties, which only took place from occasionally and could be very far for some geographically. So we served the demobK9(mCscene with what we could do best : a web portal and demoparties. STORY ----- Can you describe the milestones and special events from birth to today?- OJ was born in 1996 from the hands of Chandra and Bisounours (Care Bear in French) (the name comes from him) in the shape of french PCBoard pages hosted on the French BBS Fury (sysop Tonic / Tiny Toons). At the end of 1996, Chandra and Yes met at the Saturn Party 4 in Chelles, France. It was love at first sight and trigbLۗ gered an immediate desire to work together, which happened in 2000, as we worked for the same company. - In 1997, Yes was in .rIBBON!. He decided to organize a demoparty with his friends Kenet, Poi and Moai (the famous Lucky and Tigrou Parties) near Paris in France sponsorised by a digital french chanel called C: Same year, OJ migrated, still in french, on the web host Mygale (http://www.mygale.org/05/orange/, "design" by Chandra) then in 1998 on Citeweb bMr(http://ojuice.citeweb.net), a web hosting server created by Gizmo & Tonic / Tiny Toons, and Chandra. https://web.archive.org/web/20050421042904/http://old.ojuice.net:80/ - Yes and Chan organized the LTP2 with all the .rIBBON! members in 1998. http://www.slengpung.com/v3/parties.php?id=4&order=name- 1999, first demo under the OJ label. A true friendship production to promote Orange Juice website with all our friends (Titan, Made, Lluvia, Falken, Boz, Asavaris, NytrbNWxik, Traven and Ecstasy) https://www.youtube.com/watch?v=17k8kO4uCVs We then organized the famous LTP3 (https://www.youtube.com/watch?v=64AAsKA4_R0) We had our first musical theme from Traven (https://www.youtube.com/watch?v=3z6rJ8iY-Bs) and the smashing Open Ceremony Anim from Xbarr and Traven (https://www.youtube.com/watch?v=H0x4yfzsvAA). http://www.slengpung.com/v3/parties.php?id=120&order=name At that time OJuice had more than 900 handles and 400 groups registeredbOk, and 300 visits every day. - In 2000, the LTP 4. Same year OJ became self-hosted on www.ojuice.net and translated to english (site in C# with the famous orange "pixel" design made by Marblemad), and Yes created the Nectarine Radio (www.scenemusic.net) http://www.slengpung.com/v3/parties.php?id=119&order=name And then life confronted us with the harsh reality. Yes went to live in Lyon while Chan stayed in Paris. Our jobs and our personal lives took morbP ^e and more time. After several hardware crashes, we reluctantlydecided to shut down Orange Juice, but by providing the database to a group that was meant to keep it alive. It has been done successfully with Nectarine (Arabic has completely taken over, thanks buddy!). Unfortunately, there was no follow-up for Orange Juice. Yes tried to relaunch it several years later but the project didn't succeed. Any anecdote from time around Orange Juice to share? While Chan was mainbQcly coding Orange Juice, and Yes mainly organizing, we saw each other at night and weekends at a company's premise. We ended up working there a few years together (Chan is still working there :)). Aevoc, the third OJ guy, worked at this company a few years too, and is still a close friend. The C# web engine (made by Tonic and Chan) which was running Orange Juice in 2000 is still in use in 2018 on some large and well known French websites, but is deprecated, not shbRHVaped for the modern way of collaborative and agile coding,and headed towards dying eventually. Ojuice was used to beta test it. When Bisounours was asked "why the name Orange Juice ?", he answered "because it sounds better than Apple Juice". 5) Do you see any trends in communities today compared with Orange Juice? Either in the demoscene or in other passion-based environments, there is always this need for sharing, exchanging and finding unique points of entry tobS#l connect people. We were a little basic social network without having the mobile side that we may have missed at this time. We actually find some of our concepts and some of our ideas in communities today but we were not the only ones to promote them in the 1990s. Scene.org, Slengpung and Pouet.net have lasted, Orange Juice is dead, that's life. As long as the Demoscene exists, we're okay with it ;) FUTURE ------ What do you think is the legacy after Orange Juice? We arbT< $e not sure that there is a legacy, but it's been more than 10 years that Orange Juice no longer exists and people are still talking about it. If we havehelped the demoscene in our own way and encouraged others to continue to create and grow as it is now, then this is the most beautiful achievement. Any last words? We have met a lot of people during all these years and we stayed in touch with many talented ones. Now some sceners have marked our lives, and wbUjhether they are always with us or not, our last words will be to them. Thanks a lot and love to (random order) Kenet, Poi, Lluvia, Z, Ecstasy, Ntsc, Norecess, Willbe, Traven, Xbarr, Moby, Ncs, Skal, Frigo, Geek, Djam aka Moonove, Nytrik, Med, Gandalf, Titan, Tenshu, Guille, Reflex, Oxbab, Axel, BitArts, Romeo Knight, XXX, Statix, Clawz, Audiomonster, Arab, Made, Aevoc, Tonic, Gizmo, Miko, Bisounours, PS, Rez, Profil, Lightshow, Mars, Boub, U2, Arakis (Defcon 3?), RoudoudbV$Rou, Patapom, Rahow, Tuo and Vodka (we miss you), all Brainstorm members and all Volcanic, Wired, Evoke, Mekka Symposium, Breakpoint, Revision, Main, Saturne, The Place To Be, 3S, VIP, Buenzli and Takeover organizers !  Sex Killed Scenet - An insider story about the first Demoscene-portal The Demoscene was (and is) a horde of chaotic people, mostly unstructured, loud and unkempt, with high alcohol levels and bad manners. A wonderful resource for creativity with audio-vbWisual works of art as a return. In short: The scene is a charming bunch of creative freaks who formed and accomplished a unique subculture. Despite this, in the early years, even on bad hair days, the scene was lacking organization. When the first visible structures emerged, and demo parties became more popular as an important meeting place and opportunity for competition, many sceners had already grown up. Entering the job, founding own families, finding new hobbX,bies. By the end of the 90s the slow decay of the scene was obvious. The infirmity was enough reason for an attempt to bundle the scene and to give a contact point for orientation and mutual contact, and to use the still young Internet as a platform. The idea for "SCENET" was born, and shortly afterwards, in the beginning of 1999, the website was already accessible. As a scene gateway, the web portal was supposed to keep the community together and connect them. In bYq. fact, however, the story began a little earlier. Five years before, around 1994, when the Internet could not even wear children'sshoes, the two Amiga sceners, Igo/The Black Lotus and Cesium/Session, had created and published smaller lists of email addresses of active Demosceners independently of each other. Around 1995 the Hungarian Amiga scene artist Lord/Absolute^Impulse^Crimson Jihad bundled the collections in an already quite impressivebZ8 list, which became increasingly dusty due to its increasing inactivity. The list was finally adopted by the two scene journalists, Ghandy/Gods^Darkage and Dire/Eremation, with the agreement of Lord. It formed the basis for the SCENET project published in early 1999. However, the web portal should be more than just a bare listing of e-mail addresses. The aim was to become a centre of this subculture. Sceners should be able to connect with each other b[@at this contact point and communicate together with the outside world. Interested readers should be provided with information about the Demoscene in a bundled form. The scene was understood as a whole: Amiga and PC, C64, CPC and other 8-bit computers went hand in hand for the first time. In the years of stumbling scene events like Assembly and The Party, SCENET was supposed to send a sign of life outside. New areas such as the extensive and logically sortedb\Ї collections of scene-relevant homepages, FTP servers, newsgroups and IRC channels were quickly built up. Numerous active employees - editors, graphicians, ascii artists, developers, and above all the visitors, who gave regular feedback, were to becredited that SCENET quickly became the most popular international scene website of its time. In the summer of 1999, SCENET was equipped with its own server, which was in deed quite expensive at the time, and it wb]gHas possible to grow continuously in way of quantity and quality. With the help of tools and a lot of handmade work links and e-mails were verified and the content gradually expanded: scene parties, acronyms, slogans, ICQ numbers or Telnet IPs from Bulletin Board Systems flowed into the project, which had since been released under the label of the Amiga group Darkage. And finally, the service portal SCENET became a real online magazine for the Demoscene, the lab^xprgest of its kind at the time. About 100 interviews with scene stars like Moby, Jester, Mr. Hyde and Antony, and over 300 articles offered material to read from all areas of the Demoscene. All possible and impossible aspects about the scene, party reports, demo reviews, comments, editor's hideouts and special areas for each scene on Amiga, PC, Atari, C64 and other systems. Thanks to 150 supporters, SCENET became a vivid magazine that was updated daily. A pb_dӲaradise for readers and scene lovers. SCENET had a golden future ahead of it if it hadn't been for the big crash in 2002. A personal dispute between Dire and Ghandy led to the cooperation being discontinued. As always, a girl was to blamefor the shit. SCENET was dead as a doornail from one day to the next. The content was split up and ended up in two different web portals, but neither diskmag.de nor scenia.net survived the solo run unharmed. Both died a painful sb`tarvation. "In retrospect, SCENET was an incredibly great project that received huge support from the scene," Dire recalls good old days. And Ghandy adds: No woman, no cry, to quote Bob Marley. Seriously spoken: It's been a good time. But with software like Telegram, Wire, Facebook Messenger or WhatsApp, only to name a few, nowadays nobody needs to know the e-mail-address anyway. Regard the complete website SCENET as a pioneer for projects such as pouet.net, baWascene.org or Demozoo, which now are the first places to go for sceners. What would SCENET itself look like today, would it not have fallen victim to an unnecessary dispute? Probably quite different than at that time, because the scene has shrunk and the need for information is less than before. Network systems such as Facebook groups can now be used interactively to stay in touch - SCENET might have introduced such a feature early on. But perhaps SCENEbbVxT would come to an end by now at the latest, because the General Data Protection Regulation, which is supposed to protect personal rights in the European Union, would prohibit a public collection of personal data such as e-mail addresses without the consent of all parties involved. Now at the latest, the originalmeaning of SCENET would be legally razed to the ground. The fun would be wiped out in one fell swoop. A portal like SCENET would have an important tasbc׆k though, because the scene suffers more than ever from a weak unity and above all from a lack of public interest. It would be more important than ever for the Demoscene to own a strong fixed star.  Back to the Roots by Bobic of 4Sceners.de & BitFellas - A journey back in time into the world of legal Amiga game downloads "Back to the Roots" was the most important Amiga website with legal game downloads until 2005. To understand the histobd#ry and the passion behind it, we must travel far back in time, because the origin begins... on the Atari ST! The wrong way ------------- Christmas 1987 - and I got one! The computer of the year, right there on the gift table! I was so proud and happy to finally own a computer myself after I experienced the first basic excursions in school at the computer science lessons. It was a machine with much better graphics than the C64 at school! It was love at first sibebbNght, me and my Atari 1040 ST! Unfortunately, it did not last long. As a lone warrior in the 12,000-soul place where I still live, no one was interested in the mighty device that stood on my desk. My whole circle of friends had chosen another wonder machine at that time: The Commodore Amiga. My best friend Markus, for example, who lived only two streets away, had an A1000 with two floppy drives! These were constantly fed with the latest games. I coulbfZOdn't keep up, because I only had my three self-purchasedgames, the nice After Burner and Football Manager 2, as well as the outstanding RPG game Dungeon Master. With Blood Money and a cassette ------------------------------- Until 1989 I remained faithful to the ST, but then there was Blood Money. An extremely difficult shoot'em up, which was highly acclaimed in the German games magazine ASM. Of course, Markus already had it and introduced it to me. What followed wbg)as a yawning void in my head. I couldn't believe what I got to see and especially hear. The intro with its rendered asteroids was quite a force, but this music by Ray Norrish, which only consisted of samples, catapulted me with full force from the mountain pines. I was no longer interested in the game itself. I just wanted to see this intro over and over again and above all listen to the music (which ended with Markus promising me completely unnerved to record the music bhH on tape so that I could also listen to it at home). I ran home, got my parents to buy me an Amiga 500 and give away the Atari ST. I just had to have this new "girlfriend", as the Amiga is affectionately called by its German-speaking fans. Fortunately, my 14th birthday was just around the corner, which is the reason why this wish was fulfilled. From the middle of 1989 I was also an "Amigan" and lost myself in the world of games. I knew them all!Not onlybi# the titles themselves, but also their creators. They were my pop or movie stars. From then on, I paid homage to them all, the Andrew Braybrook's, Holger Schmidt's, Erwin Kloibhofer's or Andreas Tadic's. I listened to the wonderful, timeless sounds by Chris Huelsbeck, Allister Brimble or Jochen Hippel, and I reveled in the mighty imagery of Henk Nieborg, Mark Coleman, and Andreas Escher. New worlds full of effects -------------------------- When I got to see HbjJ-ardwired in early 1992, a second passion developed on the Amiga besides the games: The Demoscene. I actually knew them already, because I loved all the crack-intros and their wonderful music, which of course were also recorded by me on tape! With the demo reviews in Amiga Joker, the first disk orders followed at Nordlicht Public Domain Service, my demo supplier number 1. In the same year the A500 was literally struck by lightning and exchanged for an Amiga 1200, thanks bkuto insurance. It still works today, but in 1994 it was extended with 4MB Fast RAM and a 500MB hard disk (yes, I speak about MEGABYTE!), which was incredibly expensive at that time and cost about 500,- DM. The reason for the upgrade mania were the demos. Tidbits like Psychedelic by Virtual Dreams and Fairlight, or Real by Complex simply needed a little bit more power underthe hood. When my heroes of Thalion finally said goodbye to the Amiga in 1994 with the best rolbl4eplaying game of all time, Ambermoon, I followed them a year later to play their latest work and spiritual Ambermoon successor at the same time, Albion, on a modern PC with MS-DOS. The relationship to the Amiga was interrupted, but games and demos remained my constant companion. New, old love ------------- It was not until 1998 that our paths crossed again. Somehow, I came across the topic Amiga emulation on the PC. Fellow was the best emulatorbmr at that time, but it was soon replaced by Brian King's ingenious WinUAE. After some fiddling around with the emulator I also got it to work. It wasn't that easy, because with the help of "Transrom" I had to read the Kickstart ROM from my 1200, and with the help of "TransADF" I could also copy some game and demo disks, which I still owned, to the PC. When I saw my most played game of all time, Player Manager, on the PC screen, the fire was rekindled. Incredbn?xoible streams of happiness were flowing through my body when I played all the old treasures again. I was also pleased that I was not alone. The Internet, which I was allowed tosurf with my 56k modem and which was billed every minute at that time (monthly Internet bills of 300 German Marks were normal!), was full of like-minded people. The first point of contact for us Amiga nerds was the website "Lazarus". They seemed to be professionally organized, cared forboCLA their visitors and had so much what the Amiga heart desired. The lines were hot and soon you had a proud archive of Amiga games in ADF format, just as you had to feed them into the emulator. The Amiga was again in first place for me, although the engine ran a little different. In the next few weeks I started not only to expand my ADF game archive, but also to bring all my demos into the emulator-compatible format. That was quite a task, since my treasure of floppy disbp,ZPks at that time amounted to several hundred pieces. Reading all this out and copying it to the PC took time. Especially since I remember copying all ADF files on the Amiga to 720kb PC disks and then transferring them to my Pentium. I've packed, split and reassembled these on the PC until my fingers crashed! Well such an Amiga emulator is not an easy to use program in which you can simply load your disk images. A lot of configuration work is required to start each gamebq#? and each demo. One title uses Kickstart 1.2 and Chip-RAM, the otherone needs some Fast-RAM and Kick 3.0, and so on. As a meticulous data collector and archivist, it is in my genes to create extensive lists with a lot of information. So, I started not only to record the games, the year of release and the manufacturers in an Excel-list, but also to add genre and personal ratings. For the games, these were the disciplines of graphics, sound and fun. With demos and intbr.Mros, the fun of gameplay dropped, but effects and design were added. Furthermore, a set consisting of about 10 different configuration files was created and each individual program was tested to find out with which settings the game or the demo runs well. This information was also included in the Excel list. Back to the Roots ----------------- In April 1998 the Amiga emulation community was just emerging. Lazarus were the great role models and some of us wanted to be bsCas cool and trendy as the unknown operators, including myself. So, I started to play around with Netscape Composer. At that time this was one of the easiest to use HTML editors and you could create your own website with little knowledge. That's exactly what I wanted to do and offer there Amiga games and demos, as well as my configuration list and the configuration package for download. A simple structured page was quickly created, and a suitable provision was fbt)xound with the at that time obligatory free web space providers Geocities and Tripod, which each offered 10MB storage space. I immediately remembered "Back to the Roots" (BTTR for short) as the name for the up-and-coming star in the website sky, the old, well-known slogan of the group T.R.S.I. Also, it was clear that a cool logo had to be an eye-catcher. The choice was quite simple, because Cougar's "Roots" logo from Sanity's famous demo of the same name is one of tbu6q>he best logo artworks from the demoscene ever made! At least for me. So, I quickly wrote the three other words above the Roots logo and the website was ready for lift off. Back to the Roots started at some Tripod URL, I think, with five Amiga games and demos each, which changed every few days due to the low storage space. From the first day on it was not only about the commercial classics, also the best PD games were offered. We all knew the Amiga was and is rich in fantbv(niastic hobby games. This kind of amusement had to be made possible for the emulator world! Anyway, the response was positive, and the people were grateful for a few games that did not yet exist on Lazarus. They especially liked the game list with its configuration information, because such things had never existed anywhere else before and made life easier for many people. Copyright Issues ---------------- The joy did not last long. Shortly after the start of BTTR the Lazbw4arus website was suddenly no longer accessible. The community was in turmoil, especially after a statement by the operators became public. An organization called I.D.S.A. (Interactive Digital Software Association) have accused the Lazarus makers of copyright infringement and asked them to close the site immediately. We couldn't do anything with that, because we were young, stupid and unsuspecting. We were not aware that the old games could not simply bxt.'be offered for download on the Internet. After all, the Amiga was considered "dead" and the games were no longer on the market for quite some time. In the meantime, however, I knew that copyright was valid for 25 years and that the term "Abandonware" was by no means a permission to distribute software without permission. As a result, I was looking for solutions. So, I started asking the authors of the games for permission. However, where could these be fobyM~und? How could I get in touch with them? Eternal research began on Google, which was the most important search engine on the Internet even then. Some programmers actually had their own internet presence, from others I could only find various e-mail addresses during the name search, which of course were all contacted with a nice, polite e-mail, in which I described my request andthe motives behind it. An answer did not always come back, but sometimes the result wasbz wd simply overwhelming. Most coders were very happy about my letter and the fact that their old beads are still so much loved. Of course, they granted permission and BTTR was the first Amiga emulator site on the internet, actually on the whole emulator sector, which was allowed to offer games for download with the permission of the creators. From a legal point of view this may not be one hundred percent correct, but BTTR had more than any other emulation websb{ xite on hand. During the entire time BTTR was online, there was exactly one single request regarding the rights. This was answered, and we never heard from the author again. Otherwise all people were happy and content. Unfortunately, I can't remember which commercial Amiga game was the first one we were allowed to put online with permission. Change of direction ------------------- Since not all visitors had Excel and therefore could not enjoy the list, I looked b| cfor alternatives. For lack of knowledge I could not convert the list into a neat, browser-readable format. A question in a forum was answered by a certain Hippie2000, who turned out to be a true genius in HTML programming, datasecurity and future leader and thinker. He said that this Excel list could be turned into a complete website. To me, as total code idiot, this sound completely incomprehensible, but extremely exciting. So, we tried it together, becaub} _wse Hippie's policy has always been to help others. Especially when there's no money involved and it's legal. In a few days Hippie2000 had a first rough draft ready, which actually formed a useful HTML representation from the individual rows and cells in Excel. Of course, numerous changes had to be made to the list itself. A flag for names that occur twice or more than once was mandatory for the engine to be able to detect differences. Old ratings were automated,b~ 1 change numbers entered, screenshots for each individual work created and named, separate manufacturers and genre lists created and much more. The list literally exploded! I constantly added new entries for games and demos, the engine got confused again and again and there were mis-exports. I was to blame, who made a spelling mistake in the heat of the moment and thus the manufacturer's name in one column did not match that in the other list. So, Hippie crebLated a powerful, automated bug finder that always showed me where something was wrong or where a link between the creator and the manufacturer list didn't work. The man of action in the background ----------------------------------- Hippie made Back to the Roots ready for the future, away from the beginner's website to the "Amiga Culture Directory Project", as he called BTTR. I didn't have a clue about so many things, especially the technical obM+nes. All I've always been good at is bringing content if you give me the right platform. That's exactly what Hippie2000 did and made me smarter bit by bit. Yes, I really owe him a lot! His work made our baby really big. It wasn't just about games and demos, it was a link directory, a gigantic collection of almost everything there was in this wonderful Amiga world! Manufacturers, demo groups, they were all archived and, if available, linked to the websites. Screenshotsb+> from games, box scans of the packaging, Amiga mods with the soundtracks from games and demos, picture galleries to the demoscene, reports to music albums of Amiga musicians, even save disks to several games were available. Because, you may not understand it these days, saving in games was not so easy in the early days of the Amiga emulation, because some save disks were simply not recognized. We transferred ours from my real 1200 and look, most of the time the bsaving worked. What BTTR still had to offer was its own, inappropriate download area with PC demos. That had to be, because my love for the whole demoscene was just too strong!Of course, at that time a hosting service like Geocities was long gone. Therefore, we gladly accepted an offer from the emulation center "Emulators Unlimited". They offered us endless webspace, of course with a few editions, but Hippie2000 blew these away in his inimitable way. WithbH the result, that "Emulators Unlimited" could soon look forward to a powerful Amiga package and made the URL www.back2roots.org available to us, including enough storage space. BTTR was able to grow further. The number of hits skyrocketed. Sometimes several thousand visitors per day were on our hobby project website. With the start at EmuUnlim and the introduction of the new URL came the "Back to the Roots"-scene demo. As a fanatic demo fan, I wanted to havb}e my own demo for our baby. Thanks to our visitor and scene artist Nomad from the group Haujobb, contacts could be made to their programmer NoName. To the brutal music made by the two music legends Virgill and Muffler, NoName let some nice effects dance across the screen and shake it to the rhythm, just as I had wished. In addition, we added a few keywords to our site, as well as the new URL, ready was a piece of art that put me into ecstasy and was the reason for visitinbganize the demoscene event Solskogen each year, that you should all come to, and in thepast also helped organize Kindergarden, The Gathering, Eastergarden and not least Robinson Boozoe. I am also one of the file archive admins at scene.org, and I also admin ftp.modland.org and ftp.amigascne.org. I also make the diskmag Irregular Review with Slummy and h0ffman, where we snarkily talk about all the Amiga releases. ORIGIN I was asked to write a little about b; N* the history of Demozoo - so, basically, I was a part of making the Amiga-only demoscene database Bitworld (also known as Kestra and later Janeway) for a number of years, but felt frustrated that none of the other people working on that were interested in expanding beyond the Amiga things. I'm a pretty platform-independent guy, I am interested in the _demoscene_, whether it is on an Amiga, on a Playstation, or a cutting edge pc. A while earlier, Gasman had launched Db<6remozoo - which was basically at the time Pout with some credits. For whatever reason, Demozoo wasn't around for long, but it was clear to me that it was clearly the platform that was closest to what I was interested in achieving, so I sent an email to Gasman, and proposed a partnership, if he was interested in starting it up again. I wanted a demoscene database that was complete - in that it covered graphics, music, ascii, all sorts of productions, and that it would b=Sfbe fun and easy to navigate. If you'reinterested in the further history, I propose you go and search for "demozoo revision seminar" on YouTube, and look at the seminar we presented there on where we were. Half a year later, in december 2013, we launched. THE JOURNEY Some of the things that I remember best from the experience was the mad rush to reach our internal goals in the last weeks before we launched. I got up at four in the morningb>3 to have a solid two hours work before waking the kids every day, and we got there in the end. I also remember all the "you can't do this, building this database from scratch, it's just not possible" naysayers. Never underestimate a determined motherfucker, I say. :) The thing I am most proud of, I think, is the amazing community we've built over time around the site. Especially the gang that hangs out over on our Slack (http://slack.demozoo.org to get invited!), b?j and the way everyone pitches in, helps, figures stuff out, and how we develop the site further pretty much out in the open. I am also very proud of how the site has evolved over time, and is continuing to. Our entire site is available on GitHub, so people can pitch in, as well as file issues or whatnot pretty easily. And I love the openness of the site. That we're empowering our users to edit, add, improve almost everything.See something wrong? Fix it! THE CONTINUAb@6$TION Demozoo is my life's work. Not a day goes by that I am not poking at some details, researching something, putting a screenshot up, adding a small bit of trivia or some credits. I'm pretty blessed to be able to share it with the world, and have so many others participate in it.  Pouet - increasing with stability by Analogue Interlude: The year when Pouet was published, was the same year first iPod and tbA M4he first Harry Potter movie hit the street. Also Wikipedia came out same year, but the difference between Wiki and Pouet was that the first post on pouet in year 2001 was in french. 10 years ago there was an interview (hugi #35), but Laurent aka Analogue is also a huge Amiga fan we believe. We also believe he's liberal in the twist and turns the scene is moving but lets find out if we think we know him... Who is the man behind the Pouet hat? Is it as we believe, any bBrZKAmiga hidden in the coat? Just the regular geek, I grew up with Amstrad, Atari, Amiga and PCs in the country side. Not a surprise but Amiga is my all time favorite platform: it's a pretty well balanced piece of hardware and my all time favorite demos are on it. It's so obvious to me: I owned an Amiga 500 Plus after owning an Atari 520STF. Nowdays I just do infrastructure stuff, helping devs do their job, you can follow my stuff at http://www.glop.org/ - - - FrobC75m the start, did you know that Pouet had potential to grow, or did it just happen? It kind of happened. When I start a project (Pouet, Mackup) it's usually that I'm looking a tool and I don't see anything to do the task. In the case of Pouet, I was enjoying watching demos, but we were in the ages of FTP, and it was a pain to follow up with what was released and where to download it. I also wanted to see what other liked, especially hidden gems, without having to bD,dask anyone on IRC, especially since the scene is full of biased people ;) Pouet was an attempt to solve those 2 problems: discovery and recommendation. So I started it as a database of cool demos shared between french sceners on IRC, and it grew organically. - - -The maintenance of Pouet 2.0 was a shift. Was it hard to hand over your baby? Yes and no. At some point over the years, my focus went elsewhere, and other sceners took over the source code to fibEwx some obvious bugs and annoyances. Then the whole site has been refactored while keeping the original design, all thanks for Gargaj / CNS. He's the current maintainer. The migration to Pouet v2 (the current version) has not been easy technically, but also in terms of organization. But it was more of a misunderstanding and you can now contribute to the source code on GitHub: https://github.com/pouetnet/pouet2.0 - - - Where do you think Pouet will be in 5-10 yearsbFF%o? That would be the time when we are around 35-55+ and some of us are titulated grandpa's ? :) Ironically, same as now, following the evolution of the scene, and I don't see it evolve much over the years ;) - - -Bonus question: what do you think I should have asked you? What will happen to Pouet if I die? (spoiler: nothing, legit people can take it over). SAFIR - shelter around the fire by shoe INTERLUDE bG o--------- In the shadow of scene portals, SAFIR (Swedish Amiga Associations in the Kingdom) has going on while other communities come and go. I (Brow) will hand over to the nordic guardian of the gate. Welcome to share shelter and cousy atmosphere among Amigans. ORIGIN ------ I'm an oldshool retro nerd. Turns 40 this summer and lives on the Swedish countryside with my 4 yo son. Loves to tweek, mod and hack hardware and software. Been working within enbHʳ"terprise IT for about 15 years, currently an IT Architect here in Halmstad. Svenska AmigaForeningar I Riket, or SAFIR for short is an online Amiga Community with about 1.400 members (actually 1.399 at time of writing, but new members register every week) DRIVING FORCE AND FIRST STEPS ----------------------------- The initial motivation was actually quite personal. I simply got sick and tired of all the shenanigans going on in the Amiga Community. Every forum was so bIFqinfected and every single time I visited any of the big International Forums or even the local Swedish one at the time (Amigarulez) - I ended up closing my browser in anger. The stress was simply too much. The inspiration and initial work with what ended up as SAFIR wasn't started by me. To be honest I did kind of a 'hostile takeover' on a discussion that had totally derailed on Amigarulez. The idea behind an united Swedish Amiga Community wasn't mine at all. HbJ-sowever the current discussions was an emotional war zone where days if not weeks were spent on bickering on whether the name of the new community should include "Alternative PowerPC-based platforms". At this time the MorphOS compatible boards produced by Genesi. I got so fed up with this so one day I simply registered amigaos.se and asked a good friend who was still studying at university if he wanted to do his thesis in computer engineering by creating a custom, flexible, bKo fast and COMPATIBLE (IBrowse, A-Web, ..) portal for us to use as a base for this new community. He did, and the rest is history. The launch was quite a success and since we invited representatives of Amiga clubs from all over Sweden to consult and help create the base for SAFIR we already had active members from day one. The portal was officially launched in the fall of 2004. MILESTONES ALONG THE PATH ------------------------- It's difficult to say without spendibL&nng some time digging through the posts and news. But from memory I would say the Gallery function which was published a while after SAFIR's launch was very appreciated. As well as the (private) project section. Forum, PM's and Blogs were there from the beginning, and we had grands plans for an "items database" and file area which unfortunately never got implemented. Another fun thing was when we arranged our 10 year anniversary. A whole bunch of us got together at SyntbMqax Society (one of the member clubs) and had a party. It was great! We also did some (at the time) high profile interviews that got translated and re posted on some International forums. But all-in-all I'd have to say that I am extremely happy with the way SAFIR has evolved over the years. When we "opened up" after having a rather strict focus on "AmigaOS 4 / AmigaNG" for many years the community have really flourished. We now have both AROS and MorphOS news edibNOOtors we regularly inform us about the exciting news from these platforms. ANECDOTES --------- In the early days the portal was hosted on a Dell Optiplex (Pentium 3 I think). That's a complete L.A.M.P. installation. Single HDD, no raid, no backup in a closed cabinet. One warm summer day the whole thing melted and we learned the hard way that backups and redundancy was really good to have :) Today we're professionally hosted at one of Swedens top hbOosting partners. A fun note is also the work on www.cafe8bitar.se that actually started off as a dev/test environment for SAFIR. Since we'd rather not implement new features and fixes on the live forum, Cafe8bitar was sort of a side project with a similar portal (same code base obviously) with about 100 members. Here we could test new features, and at one point we had redundant distrubuted databases (thanks to AWS), a heavy loadbalanser, very functional API - and two of bPz{u our members even developed an SAFIR iOS Application(!) We've considered releasing the whole portal code, but never really gotten around to it. It's extremely flexible, modular and easy to adopt to new projects. Needs some work to polish the whole thing, translations etc. We'll see what the future brings. Our blogs are literally filled with anecdotes of fun, personal, embarrassing, heartbreaking stories from our members. Since we've grown to bbQT$e a pretty tight group of good friends, a lot of us relay heavily on not only technical but emotional support from each other on SAFIR. TRENDS TODAY COMPARED WITH 15 YEARS AGO --------------------------------------- A lot happens in 10-15 years in peoples lives. Most of us grows and evolve and mature the way we interact with others. This includes things like respect, tolerance and understanding. Chees if I had a nickle every time I wrote some cliche of how we albRUl should love and respect each other - I'd be able to buy an X5000 :) FUTURE AND LEGACY ----------------- woo, I dunno about Legacy. But I have a good feeling on opening the forum up more for international visitors. Most of this I would say is thank's to the amazing work of one of our members, Mr.A and his Amy-ITX. The day the details of Amy "leaked" on other sites I over 30 ppl wanted to register at SAFIR. Simply to get their hands on the groovy details of this new amabSQzing Classic. We've now decided to make a dedicated part of SAFIR the "officiall" unofficial support forum for all things Amy. Mostly because all of us working with the project already frequent the site and we'd rather not spread the knowledge too thin. As an end note I'd like to express my deepest gratitude to EVERYONE who's been involved with SAFIR over the years. Members and moderators alike. Also to you guys in Nukleus and Void for keeping an amazing clabT ssic diskmag going in 2018! Cheers mates!!! ! The saga of textmod.es by mAZE/Moods Plateau^Void ORIGIN ------ I'm maze, a security engineer by trade and a hacker by heart. When I'm not at my day job, I love to tinker with electronics, run experiments with digital radio and grow tropical fish. In the '90s I was in my teen ages and got to experience what fun dial up BBSes used to be; there wasn't really an active art scene over here in The NethbUerlands, but of course some of the art from the larger overseas groups made it to those boards which was an absolutely amazing experience. Since the early days of DOS, I've never abandoned my love for text mode, and I've been a UNIX/Linux user since '95 with a strong passion for the text terminal still. Years later, I found out about the Dark Domain project by RaD Man/ACID, this must have been somewhere in 2005. I ordered the DVD and after a long wait, I was the proud owner obV:gf what was the best collection of ANSi art packs ever assembled in a single archive. Very proudly I put it on a shelve with other precious artifacts, happily gathering dust for quite a while actually. Then fast forward almost a decade, I came in contact with an awesome group of Python developers hacking on the X/84 BBS system, I joined the development team and became passionate about what ever were the glorious days of dial up BBSing again.!STORY ----- BybW#y then, I also started thinking it's a shame that this really nice DVD with precious art packs didn't get the attention that it deserved; myself for one didn't find it very convenient having to first locate my optical drive from the pile of deprecated hardware, then to extract zip files and finally fire up a viewer to look at he artworks, so the idea was started to build a website that would allow anyone to view the pack contents. An event worth mentioning that was bXothe drive to also start displaying Amiga ASCII on the site properly, was the fact that ASCII Arena seized operations. I was able to salvage most collys that were displayed on the site, and this kicked off the Amiga section on textmod.es. All credits for this amazing collection go to truck and the former ASCII Arena crew; combined with the awesome font publications by DMG of trueschool.se, I had all ingredients required to display these gems properly. TRENDS ------ As wbYzFIith the glory days of BBSes, the glory days of IRC are mostly over too. There's still a supportive and hardcore delegation present on IRC, but what!really seems to reunite most (ANSi) artist is Facebook. Yep, Facebook for goodness sake. Ah well, via Facebook I've come in contact with a lot of the old timers from Acid, ICE, CIA, but also the crews that are still active like Impure, Mistigris and Blocktronics. It's with the help of these people and vabZ?ũrious contributions that we've been able to backfill more "lost" art packs and I'm hoping that people will continue to send old packs and collies my way. FUTURE ------ I'm hoping that the collection on textmod.es will be archived by some of the larger internet archives one day (hint hint ;-). The whole intent and purpose for the project was to have a properly tagged and categorized collection of text art works from the PC ANSi and Amiga ASCII scene, as well as other popb[83ular 8-bit platforms such as C64 but maybe even ATASCII or Teletext. Since the project has only one developer (yours truly), there's no point in being too ambitious though, but I'm hoping to find collaboration with other people sharing the same dream of having an archive that's representative of the text mode art scene. Peace ~maze" aSCIIARENa - house of collections by Spot/Up Rough ORIGIN ------ I'm Spot. Founder of Up Rough and one b\of the organizers of DATASTORM. I believe it was 2010, aSCIIARENa was a short school project. We had a PHP class (my first coding class ever) for a week and i kind of misunderstood the scope of the project. I built aSCIIARENa. It was an instant hit. It brought together the long lost ascii scene as they had a platform to release on again. STORY ----- At the peak there was something like 8-10 new collys released each month. People found it by nostalgb]"0ic googling of their handle and by word of mouth. As it grew it got more and more busy and as it was my first coding project it was very resource hungry and started crashing the server it was hosted on. (Thanks Ziphoid!). We eventually had to take it down. "But fear not, we are slowly rebuilding it and making it more modern. It will take some time, but it will be back! It really brough life back into a dead scene. It was a lot of fun hanging on the arena anb^I*Pd it seems like many people miss it. TRENDS & FUTURE --------------- Well, most forums are way less busy as facebook offers a more direct way of communication. We will be back! aSKEE rEWLZ! kEEP tHE bBS sCENE aLIVE! # Bitfellas: fellow species sharing Universe by Browallia/Nukleus Bitfellas aim is to preserve the older scene culture and see themselves as linking various sub- scenes and cultures. ALiEN and his fellow-team how now more than a decadeb__^ later turned a playground in four different corners. The community with members is part of the core of Bitfellas, then around this, some edges are worked out with different recepies. Art City, a graphic database with many artists and their work. BitJam a podcast for the music scene. A platform for articles online and a news section. I will not reinvent the 'hello world' so for check this article from Zine #12, 2007: http://www.bitfellas.org/e107_plugins/content/conteb`I{Snt.php?content.407 We decided to put Versus #8 online, using Bitfellas.org as a collaborative platform. I still want to be objective when writing this, so next time hope to ask the founder about retrospectives of Bitfellas, the legacy after Bitfellas,#and if he prefers SPOCK or Starwars? Now more than a decade later the start of Bitfellas, there is one thing I know, and believe me, ALiEN knows it too. A good planet relies on it's content. As long as this is good,ba+ then this code snippet works for him: while (data taste yumyum) { bitfellas.org_AGE = +1 } $ An outsider's journey into the Amiga ASCII community by grmmxi/impure (aka. Synkedam) I'm one of the very few people (or possibly the only one?) that have entered the Amiga ASCII scene in recent years. That's why Browallia asked me to write a short article of how I, a total outsider who has never even touched an Amiga, found my way into researching and mbbQaking Amiga ASCII art. I was born in 1989; too late to be old enough to experience the heyday of ASCII art. My teenage years on the Internet were spent on the early social media sites and elaborate ASCII imagery was never a big part of that. Nonetheless, I vividly remember admiring the ASCII artwork decorating NFO files that came with torrents, and I always wondered who had made them and especially how they were made. But without having any knowledge or contact wbcЁith people who would know, I never really tried to find out. Fast forward to spring 2015. I was studying graphic design at Aalto University and trying to figure out the topic for my bachelor's thesis. Initially I was going to do it about Utopian University, but ironically found the subject too difficult and depressing. I was desperately looking for a new subject that would be interesting and fun, while having something to do with graphic design. $Then one day IbdYR stumbled upon the website of Legowelt, an electronic music producer from the Hague (where I had also been as an exchange student a year earlier). He had made an e-zine called Order of the Shadow Wolf plain text e-zine that immediately mesmerized me with its wonderful glowing green ASCII illustrations in between short articles about obscure subjects against a black background and his description of the era before the Internet: "Difficult to imagine now but dbeĈ%oing this felt like the most exciting thing in the world, surrounded by a mystique of hacker romanticism and being a cyberpunk pioneer." I was interested in this romantic, nostalgic feeling of some "forgotten" period of digital culture that I didn't even know existed. I found graphic design where I least expected it: that e-zine was practically a digital magazine with typography, illustrations, headlines and all kinds of nice small details but done in a way I had bfs9bnever considered before as "design". I had a subject for my thesis: What kind of design decisions had to be made when you couldn't use anything but plain text and the character set of ASCII? No formatting, bullets, underlining, bolding, italics or other typographic elements that graphic designers normally work with. How do you design a zine when everything is done by typing and the space bar? After some research the answer to that was rather disappointing. Most e-bg$zines I found (primarily on textfiles.com) were just long plain text files often without$any typographic contrasts and no exciting "design" elements. I realized that it wouldn't be interesting enough for a thesis subject. What I found more interesting were the various ASCII images, BBS ads and logos scattered in the text files, so my subject changed once again: ASCII art. The first ASCII images I made was with the Sublime Text Code Editobh6vr using the basic coding font, painstakingly trying to recreate something similar (filled ASCII) I had seen on the torrent NFO files. However, I wasn't a big fan of the clumsy aesthetics of 7-bit ASCII art and ANSI resembled too much of pixel graphics. It wasn't until I found an image of the FILE_ID.DIZ of a Break!Ascii logo that I discovered what Amiga ASCII is. I liked the way the lines connected to each other without leaving a gap and the extended character set of biSTopaz had nice details and symbols. Researching further, I found asciiarena.net and felt like I had found a hidden gem. It was such a cool website with thousands of Amiga ASCII collections with elaborate logos and illustrations (I miss that place. Can someone bring it back?). I was fascinated with how much they were focused on type and logo design and how many different lettering styles were possible with just a handful of different typographic symbols. The logbj+os were also more like graffiti, where the goal of typesetting wasn't to make the text legible, rather to make the characters as abstract as possible while still somewhat resembling the letters they were supposed to depict. As a graphic$designer, that was profoundly inspiring. The logos were all custom made, often with wonderful little details, ligatures, effects and styles; a quality that is often lacking in typical commercial logo and type design. The bk method of producing Amiga ASCII reminded me of modular type design, where each character was constructed with a set of smaller shapes to create a larger complete shape, but the character set of Amiga ASCII allowed for a more sophisticated result. As far as I know, such an ornate "modular design" system had never been extensively used in professional graphic design (or rather, there are no tools for that), and that was hugely motivational for me when I decided to write my bablchelor's thesis on Amiga ASCII art. The graduation project consisted of two parts: thesis and production. The thesis was a research into text art in general and then more specifically into Amiga ASCII art. I tried to first define what text art is and then with that definition place Amiga ASCII into a continuum of text art history, roughly beginning in 300 BC with calligrams, and then re-emerging in different ways parallel with the various cultural and technological parbmtadigms; the development of all the different printing and communication systems throughout the centuries, such as the invention of printing press, typewriter, RTTY andof coursecomputers and digital technology. With that information as background context, and some explanation of the general development of home computing and$bulletin board systems, I examined how Amiga ASCII art came to be as a way to set different BBS boards apart visually and to enhance bn;their graphic interfaces. Finally, I looked at how Amiga ASCII developed into a mature artform, a subculture within a subculture, and what the community's cultural practices were; especially how the artworks were usually showcased in the form of "collys". My main conclusion is that Amiga ASCII can be a type of digital folk art or digital outsider art, as it only had significance to the members of the Demoscene and Amiga ASCII art communities and cultures. bo\MWriting the thesis was a difficult challenge, as there are few written researches about Amiga ASCII, particularly from an artistic point of view. The most helpful existing visual and cultural research was Michael Hargadon's incredible thesis "Like City Lights, Receding: ANSi Artwork and the Digital Underground 1985-2000". Even though it only briefly mentioned Amiga ASCII art and concentrated on ANSI art, many parallels could still be drawn as the two dibp+Cfferent ASCII artforms have a lot in common especially in the way their respective communities operate. But mostly I had to gather bits of information from many different sources and combine them together. To make sense of it all I interviewed Michael Hischer (sk!n) and more extensively Antti Kiuru (h7), and got a lot of great firsthand knowledge about everything relating to Amiga ASCII how they personally approach drawing but also about the history of Amiga and$bqthe scene. For the production part I of course had to make Amiga ASCII art myself. It was an incredibly fun process. My main goal was to try many ways to use the Topaz character set and experiment with different ideas and imagery. I created several different and small individual pieces, that I would later combine into a sort of narrative colly. Creating logos and type was the hardest part for me (and still is), because there is already so many great typefaces that it was hard tbr)o create anything original. Instead, I tried to come up with shapes and ideas that I hadn't seen before when browsing the Amiga ASCII colly archives. I especially enjoyed making more illustrative figures, patterns and decorations as that didn't seem to be so common. After I published my thesis and colly, I posted them on the "Ansi, Ascii Artists Worldwide!" Facebook group. This seemed to create some buzz in the community and Eric (hellbeard) invited me to the impure!AbsjSCII 1940 art group, with whom I've been making new Amiga ASCII art ever since. My idea with Amiga ASCII has always been to create something outside of the Amiga ASCII "mainstream", to try to figure out ways Topaz hasn't been used before, to push the artform into some new directions. As I am a newcomer to the artform and culture, I do not have any sentimental nostalgia value for the medium. For me it's a curiosity, a hobby that I can't totally call my own, but alsobto a source of inspiration for my$academic and artistic practice. Even though my thesis was only a simple and short bachelor's thesis and isn't sufficient as a real comprehensive paper, it's still the only one (that I know of) written on the subject. As such, I hope it will inspire some future researchers or current practitioners of Amiga ASCII; as it has inspired me to continue my own research into the tools and method of making text art and what the futurebuT possibilities of such an approach may be. I am now about to graduate from my master's studies in graphic design, on a topic that started from my interest in Amiga ASCII art and text art in general. I must admit that I wasn't as interested in the aesthetics of ASCII, but rather the tools and the method of producing it. As soon as I discovered Pablodraw back in 2015, I fantasized about a similar tool that could be used with any font. Therefore, I had to make one myself and bv=8that's what I am graduating with: a contemporary online grid-based text art tool that works with any font and any glyph. Technically, it can also be used for making (or emulating) Amiga ASCII art, but the beauty of the tool shines when used with non-typical ASCII art fonts, such as Viznut's extensive "Unscii" font. % Five on the Cyberstreet with Puni/Void - Amiga Celebs and their view of the Amiga Demoscene by Puni/Void Amiga is popular on YouTube, nobwUZ doubt about it. There are now a wide variety of channels filled to the brim with content. There are also several Amiga orientated podcasts out there like AMIGArama, The Amigos Podcast and AMIcast. We also have websites, magazines and more! These arenas are hosted and maintained by Amiga enthusiasts from all around the world and we in the Versus staff thought it would be interesting to find out what their opinions are of the Amiga Demoscene? After all, most of thesebx|O arenas deals with games, regular software and hardware, so some of you are probably curious about their relation to demos. So, what are their relationship to the Amiga demoscene past and present, their opinions of it and do they have any favorite productions? %The Guru Meditation ------------------- From the US comes the project known as The Guru Meditation. This is a collaboration between Bill and Anthony, two Amiga enthusiasts. They make Amiga related videobyYs, including interviews with Commodore legends, how-to videos, vintage hardware demos and much more. These guys met back in 1988 at The Westchester Amiga User Group (WAUG). 30 years later they're still Amigans! We talked to Bill about his opinion and experience with Amiga demos: Well, my relationship to the Amiga demoscene is small, but my interest is growing. I was born and raised in New York and still live there to this day. The demoscene here in thebz USA is microscopic compared to Europe and other places. One of the earliest demos I remember is "El Gato" by Blair/Sullivan. I used to play it all the time on my Amiga 500. And of course, there was the original Boing Ball demo as well as the Juggler animation by Eric Graham. Those are legend. I will never forget going to one of our Westchester Amiga User Group (WAUG) meetings and my friend showed The Wall (Pink Floyd) demo by Split Dimension and Caltec. It blew mb{r*e away. It was very long, came on 6 floppies, and is what go me interested in Pink Floyd. %As time moved on into the 1990's I wasn't as interested in the demos. The fastest Amiga I had was an 020 A2000 and most of the cutting-edge stuff required AGA and an accelerator. Also, there were not any demo parties in NY like there are in Europe. Then the internet and YouTube happened. This opened my eyes and exposed me to all the amazing productions that had beenb|tsz happening. A few years ago, I flew to Poland and went to AmiParty. I saw the guys running these cutting edge demos on their real Amigas. That is what hooked me back in. YouTube is a great platform for exposing these productions to a mass audience, but there is nothing like seeing them run on real hardware, especially in a party environment! There are so many amazing productions and groups it is difficult to start naming names, but the ones that have stuck out to to me b}Pare groups like Ghostown, The Black Lotus, and Elude. For me the demoscene is this amazing combination of art and science. You have these brilliant coders who are making the machines do things that the original creators never imagined it could do and their technical skills are combined with some of the most creative visual artists and musicians I have ever encountered. These productions are wrapped up in this amazing community that supports them and organizes some b~aAof the best parties in the world. It is really something to behold. %Thanks to Bill for sharing his thoughts with us. I think he makes a good point when he talks about YouTube and that it is a great way of exposing Amiga demos to a much larger audience. Not having to download the productions, unpacking them, figuring out the right configuration, will make the threshold lower for the curious end-user. If you'd like to have a look at what he and Anthony is up to, bO-search for Guru Meditation Amiga on YouTube. %Ms. Mad Lemon ------------- A YouTuber which has quickly become very popular among Amiga fans is Ms. Mad Lemon from the UK. She describes herself as a geek who loves vintage audio, music, art and retro computing. She calls the Commodore Amiga a soft spot of hers. With nearly 10.000 subscribers, she definitely has a wide audience. So, what are her views of the Amiga demoscene? My relationship to the Amiga Demoscenbe past and present: I've always enjoyed watching demos, and still do enjoy having them on in the background while doing something. I think it's a great way of art expression for coders! My favourite demos have always been the early megademos such as Avenger Megademo, Rebels Megademo 2 and Predators Megademo, but in more recent years I was blown away by Metropolice (Ghostown & RNO). If you'd like to watch her movies, you can find her channel by searching for Ms. Mad Lemobg M[n on YouTube. %AMIGArama --------- Lorfarius is the guy who is creating the AMIGArama Podcast. He's done nearly 30 episodes now and he has no intention to stop. If you have a look at his show, you'll quickly see that it is all about Amiga games. We thought it'd be interesting to hear his views on Amiga demos. In a reply to us on Twitter, he tells us the following: I'm pretty unfamailiar with it, though I have been working my way through a huge catalogue. The besb2t to me personally would have to be Jesus on E's. Always a mad mix of some fantastic music and great visuals. I'm a toe dipper at best with demos. Interested to see more though. I have a feeling we can convince Lorfarius to make an Amiga demo special episode of his podcast. It's nice to see that he's interested in seeing more. If you wish to hear his podcast, visit amigarama.com. %AMIcast ------- Radzik is the man responsible for the well-known podcast AMIcastb|. He's been running this show for many years now and have interviewed many famous people in the Amiga community. Radzik owns an AmigaOne X5000 and is very interested in next-gen operative systems like AmigaOS 4. In the most recent episode of his show, he interviews Browallia and Menthos of Nukleus in relation to the upcoming issue of Versus (your reading it now, hehe). So, how's Radzik's view of the Amiga Demoscene? In the past I was more interested in the Demoscene. NowbpA I have no time. But I like Nexus 7. ;) And some more, but I should think about it. In the demo scene I loved good GFX, like Lazur. And ray tracing competitions were cool. Now I'm missing something like old school ray compos: using LW5 and making good pictures. ;) Also I'm not happy with trends A500 only. Thanks to Radzik for sharing his opinions with us. Please check out his great Amiga show at amigapodcast.com. %Johnny Acevedob_ of Amiten TV --------------------------- Mr. Acevedo lives in Tenerife (Canary Islands) and is a long time Amiga user. Many of you will know him from the development of the new Amiga game The Dream of Rowan. This game was released in 2017 and have received quite a lot of positive attention. He is also known for his YouTube-channel and Amiten TV. Currently he's doing a lot of videos of the upcoming cores for the Vampire turbo-card. Now, even though we can't flbyy down to the lovely (and warm) Canary Islands, we asked him through Twitter about his relation to the Amiga demoscene: I love the demoscene, I like to see demos and I really wish I had been part of a group in the old days, but I have never been part of any demoscene group. I made last year a small demo called "Soul Base" created in AMOS Basic and won 2nd place in Retromania Spain contest (https://youtu.be/E7bfuc5uKGY). My favorite groups are Ghostown, Loonies, Scoopex, The Blacbwkk Lotus and many others. A demo that I really like is Tint by The Black Lotus. Thank you for inviting me to participate in this little article. Amiga4ever! Cheers Amiten and thanks for your reply. If you have not been in a group in the past, it is never too late to join one. ;) We remember vividly Spanish demo groups like Network for example!%Until Next Time --------------- We've now met five well known people in the Amiga community and we've learned how they viewbpl demos and the Amiga demoscene in general. It is interesting to see that Amiga demos are reaching many new places due to videos of them being available to watch on YouTube. Nothing does of course beat watching Desert Dream, The Gate, Tint or The Fall on real hardware, but for many people this is just not possible. YouTube is therefore a great place to start the journey into the world of Amiga art. I'd like to say a big thank you to all of you who agreed to do an intebrview. In the next issue we plan to interview some prominent figures of Amiga history to get their take on Amiga demos. Stay tuned! contact: punivoid@protonmail.com & Real party is isolated on (Monkey) Island by Browallia/Nukleus I was wondering for some time about suitable header for this headless article, and when done, the philosophical parallel to Amigas being isolated on an Island acting like monkeys, was an absurd way and far from what this artibcle actually is about. This article is about these sceners growing up with nostalgic games, old skool effects, OCS and expansive 0.5 RAM-memory minimum and now doing adult parties that a small amount of people may understand because of the cryptic nerd language laminated in every furniture. My friend Neuron/Wrath Designs is one of those, who blasted us all with this unusual Monkey Island thematic masquerade. *AYIE!* I prepared myself for this pirate council witb7h something between a fading rock star and a drunken sailor dressed for camouflage my personal aging crisis. In the belt a monocular telescope attached, and a small monkey (a gremlin?) nailed on the shoulder. Calming my surface with anti-aging stuff (eg tons of rings in ears and fingers, shark tooth necklace and pinup tattoos before ready to rumble. &We stepped out the taxi, ehrm I mean our pirate ship (an open cab on water) and dropped inside. Here we were served a rom db Vrink strong as LeChuck, evil as hell, and tasty like a pirate lie. *ARRRR* I presented myself as the hidden part character from Monkey Island I, devoted to unguilted pleasures and a calibrator of monkey tribes - 'Pontus Piratus', constantly reminding party guests not to feed the monkey-gremlin on the shoulder. Neuron himself took the shape of Guybrush Threepwood, with added white details - white socks as Guybrush wore in the MI 1. Another guy apparently was frobLz٢m MI 2. In a corner some ugly pirate scums were observing a walk-through of the game. However, this wasn't the original from 1990 but a switch was made to pixel version sometimes. From Melee Island, a cute sidekicker, alias Elaine Threepwood with supportive hosting around the main character's side. Among other characters I could spotted Carla and the Lemonhead cannibal. *YIKES* &One guy didn't dressed like a game character. Instead he was thinking in deeper planes b7]with another interpretation of the masquerade, with the first code of the game (binary and hex) written on his chest. Kind of concrete. Respect to be dressed like Lucas Film. Speaking about chest, some thugs gift was a treasure chest where Guybrush had to get his fingers dirty to check it out. Not far away, on a table, Captain Morgan showed his presence with his classical perpendicular leg-pose inside a liquid ship of crystal glass. We all embraced Captain Morgan that nighbVF9t. No party without a speech. A scene played from Monkey Island where we hijacked the birthday child. Pontus Piratus took the theatre roll of 'Stan' instead, the one selling pirate ships in Monkey Island 1 and later selling coffins in the successor. He's kind of gesticulating wacko, with arms longer than his legs. Not much choice with the threating pirate 'Yellowish leg' (a.k.a. Nuke/ex-NLS) and Stan, Neuron/WD was forced to walk the plank and was pushed out with remarkablboxe words about floating on his own and no one know where this ship will steer from now on. *SWOSH* &A pretty memorial Monkey Island thematic masquerade, with nostalgic posters, thematical Caribbean food, a treasure hunt, a skeleton rested in the bath tub etc. A spontaneous sword fight started between two locals in the kitchen with an African machete-sword on one side, and a huge banana turning into a temporarily sable on opposite side. And just like all insulting combments in game to defeat the swords-master, the best cheating trick is still good 30 years later: AYIE! // /\./\.:/\.:. /\.:.:. :. .:: . ARRRR . \\\// /- /_/ \ /.:/ \ .:..:iSS no.8 .: YIKES .:.\//.:\_/.\_\_/:\_/\_/:.:.: .::::. .::. SWOSH ::::::::::::::::::::::::::::::::::::::::: -LOOK, there's a three-headed monkey behind you! ' Better luck next time by Versus staff From Vbersus #8, we reduced the charts displayed from TOP-20 to TOP-15. The entries listed here correspond to around a quarter (25%) of the votes within each category that did not manage to enter the charts this time. To see the requirements to be listed here, please check last page of this article. Better luck next time. Demo, outside the charts (previous rank in [] or blank) ------------------------------------------------------- Dolor sit amet/Lorem Ipsum (2016,AGA) b>;[01], Neonsky/Ephidrena (2016,AGA) [02], e255/Bomb^Sanity^Dreamdealers (2016,OCS/ECS) [05], Sushi Boyz/Ghostown (2015,OCS/ECS) [06], Subside/Unique (2016,AGA) [08], Arte/Sanity (1993,OCS/ECS) [10], Enigma/Phenomena (1991,OCS/ECS) [19], Chaper7/Skarla (2017,AGA), Hardwired/Crionics^The Silents (1991,OCS/ECS), Jesus Christ Motorcross/Traktor^Nature (2009,AGA), Megademo/Red Sector'Inc.^Clumsy Creepers (1989,OCS/ECS), Prototype 1/Haujobb (2010,AGA), Plnx/AttenbetionWhore (2017,OCS/ECS), Relic/Nerve Axis (1998,AGA), Silkcut/The Black Lotus (2004,AGA), Tint/The Black Lotus (1996,AGA) Intro, outside the charts (previous rank in [] or blank) -------------------------------------------------------- Party Elkstravaganza/Spaceballs (2016,OCS/ECS,40KB) [05], Omnimetatheorem/Software Failure (2016,AGA,64KB) [06], Electricity/Appendix (2000,AGA,64KB) [12], Dolphin's Dream/Push Entertainment (2001,AGA,40KB), Eighteen/Dekadence (2015,OCS/ECS,64KB)bl), G-Force/Pygmy Projects (1994,OCS/ECS,40KB), International Super-Best/Zymosis (2017,OCS/ECS,64KB), Kublai/Focus Design (2017,AGA,64KB), Nightlight/Spaceballs (2017,OCS/ECS,64KB), Phi/artwork (1996,AGA,64KB), The Castle/Loonies (2002,AGA,64KB), The Prophesy Returns 2.0/Nah-Kolor (2017,AGA,64KB), The real 40k/Lego (1993,OCS/ECS,40KB) '4k, outside the charts (previous rank in [] or blank) ----------------------------------------------------- 666 bps/Offenceb_ȉ; (2017,OCS/ECS,4KB), Block boot/Scoopex (2014,OCS/ECS,1KB), Extel/Ambrosia (1997,AGA,4KB), Hypnoboot/AttentionWhore (2017,OCS/ECS,1KB), Noxie/Loonies (2005,AGA,4KB) Coder, outside the charts (previous rank in [] or blank) -------------------------------------------------------- Photon [06], Dalton, Losso, Peskanov, Soundy, Todi, Malmix Musician, outside the charts (previous rank in [] or blank) ----------------------------------------------------------- Wasp [04], Curt coolbź3 [06], Heatbeat [13], Booster, Marvin, mygg, Romeo Knight Graphician, outside the charts (previous rank in [] or blank) ------------------------------------------------------------- Premium [09], Raymond, Bitbreaker, Dzordan, Carrion75, Substrate, Ozan'Ascii/Ansi artist, outside the charts (previous rank in [] or blank) -------------------------------------------------------------------- dMG/Divine Stylers [10], h20/Arclite^Rebels, Corel/iNSANE^Nova, GRMMXI (Synkedam)/Impure^Gb .~`RMMXI, Sal-one (sal-1)/Pro^Arts, Amblin/Art, Behemoth (bHm)/Style^Mystic Scenesite/Portal/BBS, outside the charts (previous rank in [] or blank) ----------------------------------------------------------------------- Scene.org (Portal) [06], Aminet (Portal) [10], Boondocks (BBS), Chiptune.com (Portal), Orange Juice (Portal) Amiga Game, outside the charts (previous rank in [] or blank) ------------------------------------------------------------- Sensible Soccer (1992,OCS/ECS,Spob ctrts) [02], Ambermoon (1993,OCS/ECS,RPG) [12], Pinball Dreams (1992,OCS/ECS,Pinball) [34] Xenon 2: Megablast (1989,OCS,Shoot'em Up) [34], Beneath a Steel Sky (1994,OCS/ECS/CD32,Adventure) [44] Frontier: Elite 2 (1993,OCS/ECS/CD32,RPG/Strategy) [44], North & South (1989,OCS,Strategy) [66]'Banshee (1994,AGA/CD32,Shoot'Em Up), Eye of the Beholder II: The Legend of Darkmoon (1992,OCS/ECS,RPG) Silkworm (1989,OCS,Shoot'em Up), Super Cars II (1991,OCS/ECS,b =Racing), Rockstar Ate My Hamster (1989,OCS,Strategy) Project X (1992,OCS/ECS,Shoot'em Up), Wings (1990,OCS/ECS,Action Adventure), Stunt Car Racer (1989,OCS,Racing) Oldschool effect, outside the charts (previous rank in [] or blank) ------------------------------------------------------------------- Cube - Lightsourced Fire routine Sin-Cos fx (a.k.a sinus plotter, wavy pattern) Bobs fx (a.k.a unlimited bobs) Kefrens bars (aka Keftale bars) Better luck next timb B0e. To enter "Better luck next time", an entry must meet these requirements:'* Less points than the charts displayed in each category * Artist or release is related to Amiga Plus ONE of these criterias: * >= 6 points ( >= 11 points in Versus #9) * 4 to 5 points from two voters (9 to 10 points in Versus #9) * 3 points from three voters (6 to 8 points in Versus #9) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - We got something wrong? conb ȩ)^tact versus-datafix[vS]nukleus[vS]nu - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( Closing 2018 chapter by Browallia/Nukleus The year felt as it just started. Only two months ago it felt like Winter and a new Year according to Gregorian calendar. After every issue of the charts, I feel exhausted, and also the core team to realize a new issue feel this I assume. Everyone happy not to get the status reports bc anymore or some kind of request or my theatrical restless shouts to keep people busy just to squeeze out a few cents more.. So with that said, we will now close down Versus in 2018. There are tree things I wonder now, when sitting in the brainstorming chair, pipe, Laphroig 4cl and flankated by two girls with same look as the women in the picture "space tits" by Danny/Lemon.^TBL^NAH (The Party 1995, 1st place). 1) Is the 4k as compo still intresting or was it killed bb /y "the Loonies"-effect? :) 2) how many likes and contra likes can you do in a Facebook-thread until it fucks up? 3) Is Antibyte (ex-Scoopex) still angry after the inteview question if he coded with left or right hand (CnS diskmag, 1999)?(Anyway, improvements and comments can be sent to us anytime with suggestions-versus@nukleus.nu - maybe you want categories to enter in Versus. Group news, actual memberlist, scene news or if you simply want to gbƙet in touch with some sceners, your info can be added so we know whats going on. I think thats a fair deal. We have a vision and we have kept this going for 15 years with Versus now and we want you to think of (Vers)US as reliable and trustworthy. Any news you submit, is important for keeping track of scene movement. Pieces of history. Nobody will know this information better than YOU so please share. You will see where to enter this information on vob%ting-page aswell: http://www.nukleus.nu/versus So'long sailors - Sea Joe in 2019! Brow with his noble sparkling dynamite Versus team Balder/, Cefa/ and Menthos of Nukleus + Puni/, hukka/ and Powerslave of Void ( - - - - - - - - - - - - \V/ E R S U S /\ n u m b e r _/ - - - - - - - - - - - - vS you are not the on1y 0ne! Hidden part (some member one-liners to Shoe/ex-NLS if you read this: -Great website (sabe$fir), great guy, funny guy a allround nice guy going to miss you se you around cheers. -Smell you later Shoe! Keep the Amiga and retro computer spirit alive! /Menthos -AaaaMIIIIIuuuuuuhGAAaaaa !! -you're always welcome shoe, both digital and irl. the door stays open... AMIIIGAAAAH!!!!!!!! -hope you come back one day, the mad cow house needs a wicked farmer ) BEST DEMO (%) 01 The Fall / The Deadliners^Lemon. (2018,OCS/ECS) b-23.28 new! 02 Beam Riders / Ghostown^Haujobb (2017,OCS/ECS) 10.54 new! 03 Zener Drive / Altair (2017,OCS/ECS) 8.82 new! 04 Starstruck / The Black Lotus (2006,AGA) 7.84 [03] 05 Makt / Spaceballs (2017,OCS/ECS) 5.88 new! 06 Rift / The Black Lotus (2014,AGA) 5.64 + [04] Nexus-7 / Andromeda (1994,AGA) 5.64 [14] 08 Hexel / Ephidrena (2018,AGA) 5.15 new! 09 Rise and SbRhine / Elude (2017,AGA) 4.90 new! 10 Pt 2 Horizons / Unique (2018,AGA) 4.17 new! 11 Smoke & Mirrors / Ghostown^Loonies (2013,AGA) 3.92 [10] 12 Rink a dink redux / Lemon. (2013,OCS/ECS) 3.68 + [17] Desert Dream / Kefrens (1993,OCS/ECS) 3.68 new! 14 Singularities / Unique (2017,AGA) 3.43 + new! Invertebrates / AttentionWhore (2018,OCS/ECS) 3.43 new! --------------------------------------bЂ--------------------------- []: previous rank or new! 100.00 +: more voters same points* BEST INTRO (%) 01 Everyway / Hoffman^Blueberry (2016,OCS/ECS,64KB) 13.49 [02] 02 Higher state of resolution / Dekadence (2016,AGA,64KB) 11.76 [01] 03 My Lucky Number / Loonies (2018,OCS/ECS,64KB) 10.38 new! 04 Gift / Potion (2000,AGA,64KB) 9.00 [04] b '05 Imacennial / Dekadence (2017,OCS/ECS,64KB) 6.92 new! 06 Natsu no Gomu / Lemon. (2014,OCS/ECS,40KB) 6.23 [10] 07 Richie on the Moon / Ghostown (2017,OCS/ECS,40KB) 5.19 + new! Oxyre aka. 'Ochseier' / Oxyron^Desire (2018,OCS/ECS,40KB) 5.19 new! 09 Darkroom / Stellar (1994,OCS/ECS,40KB) 4.84 [07] 10 Planet Potion / Potion (2002,PPC/RTG,64KB) 4.50 [09] 11 Overtone / Nah-Kolor^ADDiCT b9 (2018,AGA,64KB) 4.15 new! 12 This, that and the other / Planet Jazz (2018,OCS/ECS,40KB) 3.81 new! Hot dots / Focus Design^Unstable Label (2012,AGA,64KB) 3.81 new! Thrice / Dekadence (2013,AGA,64KB) 3.81 [16] 15 Reborn / Appendix (2015,AGA,64KB) 3.46 + [03] Renouncetro / Capsule (2018,AGA,64KB) 3.46 new! -------------------------------------------------------------------------- [bF3]: previous rank or new! 100.00 +: more voters same points+ BEST 4K (1K included) (%) 01 Ikadalawampu/Loonies (2010,AGA) 24.92 [01] 02 Psylteflesk/Ephidrena (2008,AGA) 12.94 [05] 03 Luminagia/Loonies (2009,AGA) 12.62 new! 04 Cubescapes/Dekadence (2014,AGA) 9.39 [04] 05 Painter's euphoria/Loonies^b[ofUnstable Label (2015,OCS/ECS) 6.47 [02] 06 Fluid Fire/Loonies^Unstable Label (2017,AGA,1KB) 4.85 new! 07 Finnmark/Ephidrena (2004,AGA) 4.53 new! 08 Checkerboard Challenge/Loonies (2017,OCS/ECS) 4.21 new! 09 Ikanim/Loonies (2004,AGA) 3.24 new! 10 Rebirth (Humus 5)/Push Entertainment (2004,PPC) 2.91 new! 11 Rotz/AttentionWhore (2016,OCS/ECS,1KB) 2.59 + new! Planb=Pet Loonies/Loonies (2006,AGA) 2.59 + [08] VoidBoot/Void (2018,OCS/ECS,1KB) 2.59 new! 14 Swirl/Loonies^Darklite (2015,AGA,1KB) 2.27 [07] 15 Octorubber/Loonies^Pacific (2014,OCS/ECS) 1.94 [03] Piramida/Scoopex (2013,OCS/ECS) 1.94 new! ------------------------------------------------------------------------ []: previous rank or new! b>d 100.00 +: more voters same points, BEST CODER (%) 01 Blueberry 21.03 [01] 02 Britelite 10.73 [02] 03 Slummy 9.66 [04] 04 Kalms 8.15 [07] 05 Loaderror 6.87 [05] 06 Dodke 6.65 new! 07 Kiero 6.22 [03] 08b)d Dan 6.01 new! 09 Jamie 5.58 [11] 10 Stingray 4.08 [10] 11 NoName 3.22 + new! Paradroid 3.22 new! 13 Axis 3.00 new! 14 emoon 2.79 + [08] Chaos 2.79 new! ----------------------------------------b@'--------------- []: previous rank or new! 100.00 +: more voters same points- BEST GRAPHICIAN (%) 01 Made 21.78 [04] 02 Slayer 18.82 [01] 03 Facet 14.59 [11] 04 Prowler 13.32 [03] 05 Optic 4.65 [05] 06 Louie500 4.02 [14] 07b% Frost 3.59 + [02] Jok 3.59 [11] 09 Malmix 2.96 + [08] Razorback 2.96 [06] 11 Archmage 2.54 new! 12 Uno 2.11 new! 13 Danny 1.90 new! 14 Darklight 1.69 [11] 15 Ra be~ 1.48 new! ------------------------------------------------------- []: previous rank or new! 100.00 +: more voters same points. BEST MUSICIAN (%) 01 Virgill 16.47 [05] 02 H0ffman 14.08 [01] 03 Jazzcat 13.37 [02] 04 Esau 11.93 [03] 05 Dascon 8.83 [17] 06 4b ؉-mat 5.73 [13] 07 AceMan 5.49 [11] 08 Chaser 4.30 [09] 09 Magnar 3.58 + new! lug00ber 3.58 [07] 11 Juice 2.86 + new! Glxbit 2.86 new! 13 Blaizer 2.63 new! 14 Frequent b!l72.15 + new! Moby 2.15 [09] ------------------------------------------------------- []: previous rank or new! 100.00 +: more voters same points/ BEST SceneSite/PORTAL/BBS (%) 01 Pouet (Portal) 28.73 [01] 02 ADA - Amiga demoscene archive (Portal) 16.57 [03] 03 Demozoo - DZ (Portal) 12.98 [02] 04 PPA PL - Polski Portal Amigowy (Pob"crtal) 6.91 [07] 05 Kestra Bitworld - Janeway Excotica (Portal) 6.35 [14] 06 Bitfellas (Portal) 5.52 [04] 07 EAB - English Amiga Board - Abime (Portal) 4.97 new! 08 Amiga BBS fi - jPVs BBS (BBS) 3.31 [07] 09 Nukleus - nls web (site) 2.76 + new! a1k (Portal) 2.76 new! 11 SAFiR (Portal) 2.49 [05] 4sceners/4players - 4S (Pob#QFrtal) 2.49 new! 13 Amiga.org (Portal) 2.21 [09] 14 AMP - Amiga Music Preservation (Portal) 1.93 new! ------------------------------------------------------------ []: previous rank or new! 100.00 +: more voters same points  0 BEST PARTY (2017-2018) (%) 01 Revision 2018 (DE) 22.76 02 Datastorm (Winter) 2017 (SE) 17.68 03 Revision 2017 (DE) 12.59 b$Ie 04 GERP 2018 (SE) 7.99 05 RetroKomp/Load Error 2017 (PL) 7.75 06 Solskogen 2017 (NO) 5.33 07 Datastorm (Summer) 2017 (SE) 5.08 08 GERP 2017 (SE) 3.63 09 Evoke 2017 (DE) 4.36 10 TRSAC 2017 (DK) 2.91 11 Edison 2017 (SE) 2.66 12 Gubbdata 2017 (SE) 2.42 13 Demobit 2018 b%_k (SK) 1.45 High Coast Hack 2017 (SE) 1.45 15 Nova 2017 (GB) 0.97 + Assembly 2017 (FI) 0.97 ------------------------------------------------ []: previous rank or new! 100.00 +: more voters same points 1 BEST OLDSCHOOL EFFECT (%) 01 Plasma 17.52 new! 02 Glenz Veb&:Actor 11.78 new! 03 Copperbars (a.k.a rasterbars, vertical moving bars) 7.96 new! 04 Starfield (a.k.a 3D-, circular/tube-, 2D vertical/horzontal-) 7.64 new! 05 Twister 7.32 new! 06 Fractal zoomer (a.k.a MandelZoom, chaos zoomer) 7.01 + new! Rubber Vector (a.k.a. jelly- or slime cube) 7.01 new! 08 Checker board (ab'i.k.a chessboard zoom) 5.73 + new! Sine scroller (a.k.a scroller, Greet- and Text scroller) 5.73 new! 10 parallax scrolling (aka vertical/horizontal, perspective scroll) 4.46 new! 11 voxelscape (a.k.a Voxel mountains, voxels) 3.82 new! 12 Interference circles (a.k.a. interference patterns, xor effect) 3.50 new! 13 Rotating bitmap (a.k.a Blitter zoomer, (c2p) zoom rotator) 2.87 new! 14 Cube (a.k.a flat-, simplb(n͚e-, vector cube) 2.55 new! vector (a.k.a vector object, all kind of vectors, vectors) 2.55 new! Dot tunnel (a.k.a rotating pixel tunnel) 2.55 new! ------------------------------------------------------------------------------- []: previous rank or new! 100.00 +: more voters same points  2 BEST ASCIIAN/ANSIAN (%) 01 h7 (velikani) / Accession^DS b)A 16.26 a new! 02 Sk!n (skin) / deZign 13.30 a new! 03 Dipswitch (dip) / Aerosol 7.88 a [01] 04 Sim-one (sim) Thelo0p^WT 7.39 a new! 05 aBHO / Damones^Twisted 6.90 a [07] 06 Yop / Shrimps Design 6.40 a [02] ansichrist (ns) / Aerosol^Brk^DKD 6.40 a new! 08 Zeus (zS!,Plur) / Style^Mystic 5.91 a new! 09 Crusader (cDr) / Mo'Sob*ul^Epsilon Design 4.93 a new! 10 Cleaner (Cl!) / ACiD^Break^Fuel 4.43 a new! 11 ne7 / dcs^3ad 3.94 a [10] 12 Kempy (kem) / K0re^Aerosol 3.45 a [03] Lord Nikon / deZign^dKD 3.45 a new! Spot (spt) / Divine Stylers 3.45 a [10] 15 hELLBEARD (xZ) / DS^Impure 2.96 a+ new! Devistator (dV$,DVS) / Twisted^Pro-Arts^DCS 2.96 a new! -----------------b+l-------------------------------------------- []: previous rank or new! 100.00 a: active artist (see DB on nukleus.nu) +: more voters same points 3 BEST GAME (for fun-category) (%) 01 Turrican II: The Final Fight (1991,OCS/ECS,Platform) 15.38 [01] 02 The Secret of Monkey Island (1991,OCS/ECS,Adventure) 11.15 [03] 03 Slam Tilt (1996,AGA,Pinball) 9.23 [05] 0b,$#4 Shadow of the Beast (1989,OCS,Platform) 7.69 [08] 05 Kick Off 2 (1990,OCS,Sports) 6.92 [56] 06 The Settlers (1993,OCS/ECS,Strategy) 6.15 [07] 07 Lemmings 1 (1991,ECS/OCS/CDTV/CD32,Strategy) 5.77 [34] 08 Speedball 2: Brutal Deluxe (1990,OCS/ECS,Sports) 5.38 [11] 09 Superfrog (1993,OCS/ECS,Platform) 5.00 [04] 10 Lotus b-9Turbo Challenge 2 (1991,OCS/ECS,Racing) 4.62 new! 11 Another World (1991,OCS/ECS,Action Adventure) 4.23 new! 12 Populous (1989,OCS,Strategy) 3.85 + new! Crazy Priest Extra (2017,OCS/ECS,Maze) 3.85 new! Worms:The Director's Cut (DC) (1997,AGA,Strategy) 3.85 [27] 15 Dune II:The Battle For Arrakis (1993,OCS/ECS,Strategy) 3.46 new! Sensible Worldb.s of Soccer (SWOS)(1994,OCS/ECS,Sports) 3.46 new! ------------------------------------------------------------------------------- []: previous rank or new! 100.00 +: more voters same points:  $(,048<@DHLPTX\`dhlptx|b/؂3 ,,8@ !"23BDSUdfuw   ߀R,,,0d  6$&'&%$  &"JU[w  0@@P``p b0o_O8?|?<|>~~|~~~~?x????????~?|~~??~~~~~x?????~|?~|~~~~~~ 0~~?~<~~>|~~|~<|?b15a~~~|~~~~~~~~~~`|>~~~?~~<~~~~~>~>~~~~?|~|~~~~~~~~~~~??~?~~~~~~~~~????~~~~|~~~~~b2GA~~~~~??~~~>>~~>>>~~~~~~~~~~>~>~~~>~~?~?~~~~~~~~~?~~~~~~~~~b35P~??~~~~?~~~~~???~~??~?~?~~~??>?~~?|~~~|~?~~~>~붫 #'*.259 201-EIGHT! HI, I'M @UKKA AND HERE'S AN AMIGA JOKE. WHY DID THE AMIGA CROSS THE ROAD? PLEASE I NEED TO KNOW URGENTLY IF YOU HAVE ANY INFORMATION CONTACT ME AT @UKKAX AT GMA- HI THERE, HERE IS BROWALLIA CHEWING AROUND ONE THE KEYS WITH STRANGE QUOTES LIKE THIS INSIDE VERSUS. I'M NOT ALWAYS SURE TO KICK OUT THE CIRKb5ĀUS-MONKEY IN ME TO EXAMINE THIS WIRE AND WALK THE LINE TO THE OTHER SIDE, JUST TO DETERMINE IF THE RESULTING DELIVERANCE MATCHED THE EXPECTATIONS. THIS AND AROUND 40 OTHER ARTICLES + 11 CHARTS AWAITS YOU.. HAPPY READING! AMIGA + COW = AMUUUUGA ! HELLO, THIS IS SLEIPNER BEHIND YOUR SCREEN.. WANT TO GIVE A HUGE CUDO TO EVERYONE THAT WORKED HARD ON THIS DISC MAG. ALSO TO ALL OF YOU THAT STILL KEEPS THE SCENE ALIVE. ALTHOUGH I AM AGING LIKE A FINE WINE, GRACIOUSLY..b6?b"@. OPS I SLIP MY TONGUE THERE! I DO MISS THE OLD TIMES SOMETIMES. WITH THAT I HOPE YOU WILL SEE MORE RELEASES FROM US AND I SURELY WILL COMPOSE SOME TRACKS IN THE FUTURE. HI ALL. MAZE HERE TYPING SOME WORDS. NOT GOING TO WRITE TOO MUCH, BUT JUST WANTED TO LET YOU ALL KNOW THAT I'VE STARTED UP MY OLD AMIGA AND I'M AT THE MOMENT TRYING TO MAKE SOME NEW MUSIC. I'M ALSO INTERESTED GETTING IN TOUCH WITH SOME OF MY OLD CONTACTS. SO IF YOU ARE INTERESTED, PLEASE DROP MEb7ƪ" A MAIL AT POST AT KNOTTHOLET.NO. IF YOU ARE REALLY ARE IN TO IT, DON'T HESITATE, SEND ME A GOOD OLD LETTER AT MAZE/MOODS PLATEAU + VOID, ASVEGEN 118, 2850 LENA, NORWAY. WELL, THAT WAS ALL I HAD TO SAY. OH YEAH ONE MORE THING, 2018 MIGHT BE THE YEAR FOR A NEW ISSUE OF DIGITAL CHIPS. MAZE OUT... HELLO THIS IS CEFA68000 GRETTINGS TO SMAUGUR AND ALL THE OTHER MEMBERS OF NUKLEUS, NATURE, OLLE, TRAKTOR AND TULOU.        b8Ǿo                                                                                                                b9ƺ                                                                                                           b:^|p                                                                                                              b;w~                                                                                                b<M                                                                                                         b=Kn                                                                                           b>e]                                                                                             b?α                                                                                                           b@0a                                                                              bA+G-                                                                                              bBџ                                                                        bCҫ                                                                    bDJ                                                                                           bEd8                                                                                          bFfr                                                                                        bG"                                                                      bH                                                                      bI؜7                                                                                   bJٗZ                                                                       bKڷa                                                                         bL|                                                                         bM/?                                                                         bNM$                                                                              bOވi                                                                                     bPo,eC                                                        bQ2                                                                                                   bR]@r"                                                                       bS$sW                                                                          bT[cL                                                                                             bUz&p                                                      bVYn                                                                              bWe2M                                                 bX=                                                              bYŜ%                                                                       bZuo_                                                       b[u                                                                                       b\9W                                                                  b]E#                                                                         b^ΏJ                                                                                b_                                                               b`'+                                                                                                ba q                                                            bb0                                                                       bc7                                                                   bdä; 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