DEMOing. A new emerging art form or just another digital craft?
Shirley Shor & Aviv
Eyal
pdf (120 Kb)
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“Jonny looks around, confused, his train
of thought disrupted. He collects himself, and stares at the
teacher with a steady eye. ‘I want to code demos,’ he
says, his words becoming stronger and more confidant as he
speaks. ‘I want to write something that will change people’s
perception of reality. I want them to walk away from the computer
dazed, unsure of their footing and eyesight. I want to write
something that will reach out of the screen and grab them,
making heartbeats and breathing slow to almost a halt. I want
to write something that, when it is finished, they are reluctant
to leave, knowing that nothing they experience that day will
be quite as real, as insightful, as good. I want to write demos.’” Grant Smith
[ http://www.oldskool.org/demos/explained/whatisademo] |
A DEMO is a software program that renders a several minute’s
long collage of 3D animation, sound, music and text on a personal
computer.
DEMOs mix graphics programming with cutting-edge graphics and experimental
music to create an audio-visual eye-candy. DEMOs are a bit similiar
to electronic music video clips. The main difference being that
in a DEMO, each frame is generated in real-time, as it is played-back
for the viewer on his computer by custom code that uses the functionality
built into high-end graphics cards. DEMOs are designed to wow the
viewer, to show-off a creative use computer graphics and sound
by the DEMO authoring crew – a team of young and mainly European
software developers, graphic artists and electronic musicians.
DEMOs are designed for dedicated DEMO parties and DEMO competitions,
held across Europe and are downloadable over the Internet for free.
In this text we argue that DEMOing (coined after PAINTing) is
Unique Art form with deep and rich cultural, formalistic and esthetic
roots in the computer underground movement of the early 80s’.
Old-School DEMOs - Early History - An Hacker Art Form is
Born
To start our journey into the land of the DEMO we have to go
back, way back. Just close your eyes and imagine that it is 1981.
Personal
Computers are just starting to emerge from the computer hobbyist
underground; cheap multi-GIGA-size hard-drives and RAM are about
15 years away into the future. Software is packaged and delivered
to users in one or more Floppy Disks. In the Apple II system,
the operating system is also crammed on the floppy, along-side
a software
title and is loaded to RAM as you booted-up your machine. Most
software titles and specifically games normally span one to three
floppies. The title’s splash screen will appear after the
initial OS boot and before the user can interact with it. In
the U.S most titles are sold and distributed via computer hobby
stores,
hobbyist groups meetings and mail orders directly from the publisher.
Outside the U.S it is very hard to get software at all. Enter
the crackers [1]. A Cracker would obtain a legitimate title,
remove
any copying protection measures applied to it by the publisher
and distribute it for free to their local friends, computer users
group. Some will also set-up BBBs (Bulletin Board Systems) in
the basements of their homes and post the broken title for downloading
over dial-up [2]. Sure, piracy hearts software sales to some
extant
but I’m convinced that it caused more good than harm to
the software industry by infecting otherwise perfectly ‘normal’ people
with the PC Germ and thus breaking computing into the mainstream.
Were you first hooked to software by a CD ‘borrowed’ from
a friend? Piracy certainly didn’t heart game publisher
Electronic Arts becoming a multi-billion company being talked
about as the
next Disney. People also tend to forget that in many countries
outside the U.S., one often could not even buy a given software
title at all since there were no local computer stores and no
easy way to shop internationally. That was at least the case
in my small
birth-place country of Israel. Without the bootlegs and the BBSs,
millions of people around the world would never get into this
geek-thing at all. I personally know about five software industry
people that
got attracted to computers in early age by games I would let
them copy for free. Today, all software titles are readily available
for purchase online or at your favorite office supplies store,
so there’s little excuse left to bootlegging [3].
The mostly teen-age cracker had gone through the trouble of doing
all this to impress kids like me around the globe with their
technical capabilities and coolness. So, how will all these kids,
booting-up
the newest just-released cracked game, would know to attribute
its availability to the Apple Rebel and Hot Rod and the infamous
MotherBoard BBS [4]? Enter the DEMO. The old-school DEMO was
a piece of custom software code [5] and content that crackers
would
write and attach to the boot sector of a pirated software title
Floppy. The software would execute as soon as the Floppy will
boot on a computer and would display a page attributing the cracker’s
crew alias names. Short, cute and catchy aliases akin to the
ones used in Hip Hop culture. Names like The Intern, First Class,
MPG,
Desert Storm, DJ Clue and The 2-live Crew. After a few seconds
delay the DEMO would start-up and the ‘legitimate’ original
title. Performing this neat feat required at times a fairly sophisticated
understanding of the underling disk operating system, assembly
language and the hardware platform involved. In the early 80s,
DEMOs were fairly modest and consisted a text information page
appropriately named ‘title-page’ containing credits,
shout-outs and dial-up numbers to free software BBSs. Title Pages
rapidly involved to include graphics, animation and music as
crackers began to compete with each other for reputation and
credibility
in the computer underworld scene. The challenge being: who would
be the first create and distribute the most impressive audio-visual
DEMO for the hottest new game just out? This new unprecedented
form of expression had almost absolute artistic creative freedom;
the only constraint being the available space on the Floppy and
the multimedia capabilities of the target computing platform.
Remember, the complete bustard DEMO software needs to fit side-by-side
with
the legitimate host software on the cracked Floppy and Floppies
had total storage space in the range of 4KB to 64KB (compared
with about 1.2 MB in today’s standard floppy disk and about
760MB in a single CD-ROM). From the cracker’s perspective,
it all boiled down to getting the greatest and latest game for
your favorite
computer platform, cracking it in quickly, designing writing
your demo in days, patching it in, testing that the original
software
still works, and uploading the final disk image quickly to few
leading BBSs across the US so it can be downloaded by anyone
with a computer and a modem. If everything worked smoothly, and
nobody
else had beaten you to it, you’ll get the satisfaction
of having you’re A.K.A name in front of thousands of computer
enthusiasts like you all over the world. It seems that these
numerous challenges only contributed to the creativity and ingenuity
of
the demo makers: In the mid 80s’, the cutting-edge in personal
computer sound, graphics, compression, text effects and animation
is to be found in DEMOs. In addition, a new breed of title-page
writers would specialize in the art of DEMO creation and let
others in their crew focus on cracking.
Some DEMOs contained original graphics and music; some appropriated
graphics, animations and music elements from the cracked host
title and used them a new and innovative configuration or mix.
Some copied
the title’s software publishing company logo and subverted
it in a humors way [6]. Some will add short prose, similar to
the into text that opens up a motion picture – “Somewhere
in a galaxy far away...” - and some will politely
ask you to support the software movement by purchasing the title
if
you enjoy it or use it productively – seeding the Shareware
software publishing model.
It is a shame that most of the great classic DEMOs are by now
probably forever lost without ever being systematically being
researched,
cataloged or archived [7].
The DEMO scene also drove innovation in media software tools,
one of the first multi-media authoring software packages for
a personal
computer, before ground-braking titles such as HyperCard [8],
PaintShop and VideoWorks were even conceived, was a DEMO creation
kit for the Apple II. This nameless tool allowed you to start
from
an empty bitmap or load a bitmap image drawn in another paint
software package, specify rectangular and non-rectangular regions
on the
bitmap’s surface, assign an animation loop and optionally
a sound loop on the region bits, add new text region, type text
into them, set a font face from one of the bundled Fonts and
draw color shapes and lines – a pretty impressive feat
for a model 1982 software running on a text terminal having,
according to today’s
standards, a pretty rudimentary raster and vector graphics modes
with no real Fonts support [9]. Finally, you use the tool to
install your new creation and the custom animation software run-time
on
a target Floppy – now boot-it up, cross your fingers, and
hope to see your DEMO, an unbroken copy of the operating system
and the original software title all loading and running smoothly
together as expected…
New-School DEMOs Mature to become a new digital art form
Now close your eyes again and fast forward back to 2002. Cheap
PCs with lots of RAM, hard-disc capacity and high fidelity stereo
sound capabilities are abound world-wide and millions of computer
enthusiasts and gamers have very fast machines with dedicated
3D graphics and high resolution color monitors. Computer software
title is now readily available in retail stores and via the almost
ubiquitous Internet. Software is a $XX Billion a year business
and gaming software is a XX billion dollars a year business.
CG animation is prevalent on many hot kids flicks. Napster is
RIP. Organizations such as RIAA, Disney and MPAA basically dictate
the copyright laws of the U.S. and cracking software is a federal
felony that can get you in Jail for the best years of your life – definitely
not a way to impress your friends anymore. You would imagine
that all of the above would spell the end of the DEMO scene,
but in reality the contrary is happening. A new breed of DEMOs
which I take the liberty to name here New-School DEMOs is quietly
becoming a major artistic form of expression in the computer
underground. DEMOs gave up their original hosts and are now distributed
via the Internet and in special ‘DEMO Parties’ annually
held all over Europe [10]. New School DEMOs are not attached
to software titles anymore. They exist independently as self
executable software packages. The DEMO creators now come from
a new generation of hard-core software hackers [11] that are
deep into the C programming language, esoteric audio formats,
computer graphics and 3D frameworks such as OpenGL and Microsoft
Direct 3D. The motivation remains to gain reputation among friends,
fellow DEMO crews and the computer underground. However – there’s
a new twist – building a great DEMO is a great way for
an aspiring 3D artist to get into The Biz, that is, the computer
games business. Watching a New-School DEMO unfolding on your
computer can be a real eye-opening inspiring experience – being
completely untainted by any direct commercial interests or by
the latest art-world passing fad, a new school demo is designed
to create an engaging and highly personal audio visual experience
that utilizes your computer resources and graphics card to the
max. Conceptually, a good demo is designed to suck you
in and it won’t let you go until it is over - Don’t
Press ESC just yet! Some DEMOs look like electronic music video
clips you’ve probably seen on TV before – an ambient
psychedelic four minutes trip through an alien kaleidoscope world,
but many of them have new, raw and refreshing esthetic qualities
that you probably have not experienced before. A good DEMO needs
to contain something fresh – a new subject matter, a new
animation technique or, even better, a fresh combination of known
techniques and classic subject matters [12].
Technically, The DEMO is a short video clip where the frames
are generated in compiled custom C code written by the demo maker.
However, unlike tradional digital video clips of CG animation,
the code renders the clip frame by frame using a 3D software framework
runtime [13]. Each frame is rendered to the screen using the viewer’s
Graphics Card 3D capabilities. The code uses pre-generated raw
media materials such as bump maps, 3D mashes and paths, surfaces,
textures, MP3 sound snippets, bitmaps and fonts. In some cases,
the code also generates the clip’s soundtrack on the fly.
The code also synchronizes the animation with the Soundtrack, in
many cases modifying the 3D camera position and the scene lighting
with each music beat or measure. A great demo must use these elements
in a creative way - creating a unique impressive artistic expression
that is being generated and unfolded for you, on your personal
computer, each time you view it, by the artist’s code and
esthetic vision. It may take up to few months for a team of digital
graphic artists, computer musicians and software hackers to create
a great demo from start to finish. Great DEMOs have better graphics
than anything you’ll get on the PlayStation 2 gaming platform.
Interestingly enough, unlike the old-school, new-school DEMOs is
currently mainly happening in Europe with very few significant
works coming out of America. Semi annual DEMO parties are being
held all over Europe and mainly in Holland, Germany, Denmark and
France and most DEMO web portals are European based. The DEMO party
brings a new social aspect to the art form since many DEMOs are
specially designed for such an event. Some parties contain real-time
DEMO creation competitions where participating artists must create
the best DEMO they can, from scratch, over a limited period of
time – say 24 hours.
If you’ve read this far into this text then you probably
ask yourself: well, this is all very good but what’s the
relationship between the old school and the new school? Where’s
the common thread? One starts to see the evolutionary pattern
by looking carefully into the world of new-school demos. One
type
of new school demos are called Intros. An intro is 1. a DEMO
that must be packaged into less than 16K or less than 64K self
executable
code. This the size of one typical JPEG image in your favorite
website homepage and 2. When viewed, it must blow you away both
esthetically and technically. Creating an engaging and original
several minute video clip with a sound track and compressing
it to a size of a JPEG is definitely a feat that require considerable
talent, time and effort. But how did these guys ever get the
idea
to impose such constraints in the first place? Now that you are
empowered with the knowledge of this text you can clearly see
that the roots of the Intro demo competitions are in the days
of old
school demos, where DEMO builders had to work within these technical
constraints. Intro DEMOs are therefore RETRO old-school style
DEMOs [14].
Another thread linking the old with the new is highly creative
and non-standard usage of textuality. Legacy CG video clips use
very little to no text. However, both old-school and new-school
demos heavily use text in a similar fashion. Text is highly stylized,
uses non-standard customized fonts, text animation is a must
for every demo. Textual content typically includes shout-out
to friends,
family members, fellow crackers and demo makers, a private joke,
a girlfriend’s name, a cool BBS or a Website and most importantly
and a must-have, animated credits of the aliases of the people
who put the DEMO together. After all, that’s what it is all
about. The text is not supplemental to the graphics – it
is not an add-on patched to a 3D CG Clip, on the contrarily, it
is integral to the DEMO and sets its tone and esthetic style, typically
having its own dedicated Intro and Outro scenes.
In addition, almost all new-school demo makers use monikers and
alias – old-school style – short, witty and completely
anonymous. The reason to conceal the real name has long vanished
since new school DEMO makers are not pirating software anymore
and, as I’ve stated, would like to build a personal reputation
to get into The Biz. What’s in play here are the traces of
the old-masters style as it continues to be expressed by this implicit
act quotation by a new generation of artists.
Lastly, our final clue lies in the content of several New-School
demos - they intentionally perform audio-visual quotation of
the style and the content of some old-school classics. Remember,
in
the DEMO scene copying is not an issue of law but of creativity
and reputation – you may and should copy anything you want
and use it as a raw material to your new creation, as long as you
make the end-result original.
DEMOs today are an emerging art form that is unique and interesting
in the way it combines new kinds of artistic ideas, subject matters,
and techniques. An art form that requires a high level of technical
and digital media craftsmanship mastery, and in many cases involves
a collaborative team of artists and software developers.
Still, mainly happening in the computer art underground, beyond
the reach of paralyzing mainstream agendas and interests, created
by talented and dedicated young people - we can all look up to
DEMO Scene, get some inspiration and even perhaps some ideas
regarding how to keep evolving the digital art movement so it
can produce
autonomous, vital and a fresh forms of artistic expression in
the 21 st century and beyond.
In this text, We’ve tried to show that DEMOs are unique
audio-visual virtual constructs with deep formalistic and esthetic
roots in
the computer underground movement of the 80s’. No words
can fully convey them and you definitely need to experience them
first
handedly - All you need is a PC, Internet Connection and a decent
gaming 3D video card – the DEMOs are all free, just download
over the Web and check them out today!
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