I’ve been meeting sceners in the strangest places lately. Which got me thinking. What do all those old sceners do these days? What do they work with? Are they all programmers and geeks? Or what? What do sceners talk about today?
Enter Twitter list! [UPDATE: go here & here, read comments] I know, they’re usually quite useless. But perhaps this could actually be a useful way to use it; to show the differences within a group. To show what they talk about when they are not together. All the other things. I think that could be quite interesting with such a diverse group such as the demoscene.
So I started by searching Twitter bios for demoscene, demoscener and scener. The hits I got showed that those people are mostly programmers that have tweeted something during the past week. (Also, there are people who call themselves demoscene hangarounds!)
Some accounts were – surprise! – more popular than others. I made a list of some that had more than 1000 followers, just for fun. This is not some top-of-twitter-megachart, it’s just an observation from a silly first search and leaves out eg Kim Dotcom, Axwell and other crispy phresh celebrities with a scene past. Anyway, here goes:
Richard Davey @photonstorm (game developer)
Maija Haavisto @DiamonDie (writer)
Mathieu Henri @p01 (programmer)
Tadej Gregorcic @tadej (programmer)
Douglas Alves @_Adoru_ (history professor)
Jussi Laakkonen @jussil (games entrepreneur)
Jean-Christophe G. @gatuingt (programmer)
Leonard Ritter @paniq (game developer, musician)
Tomoki Shishikura @T_SRTX1911 (?)
Renaldas Zioma @__ReJ__ (programmer, game developer)
Nathaniel Reindl @nrr (programmer)
I browsed around randomly among followers, remembered some people that I follow on Twitter, checked their followers, etc. Found another demoscene list and stole all the members, muhaha. I also checked #demoscene tag which was surprisingly empty. Even just a search for demoscene resulted in quite few hits. Anyway. I ended up with 256 accounts in total, after a few hours.
I tried to exclude inactive accounts, unless I thought they’d be active again. Didn’t include parties, groups, etc. I wanted to see how persons talked – regardless if they are inactive or active sceners. Scene for life, yeeeäah!
So let me know about all those scener accounts on Twitter! Let’s find all the forgotten sceners and see what they’re talking about. Fun, yes?
A lot of chipmusic releases today is either “modern” or “chip”. Very few artists seem to pull off both, at the same time. This is exactly what Omri Suleiman does!
Music For a 15 Year Old Me builds on an oft-forgotten origin of chipmusic (crack intros) and fuses it with techno, house and UK hardcore from the 1990s. The results? A new future for chipmusic!
Crafted by the long-lost Amiga scene musician Omri Suleiman, it fuses dancefloor bass with sound tracker magic to form a refreshing mixture of crack intro mystics and dancefloor energy. Occasionally it has a similar machinic atmosphere to that of early Autechre, and other times it sounds like skilled guitar solos and computer ballads. As a plus, the original files all fit on a single floppy disk!
As usual, Chipflip doesn’t try to emulate the album form. Instead, this is more similar to a music disk with its eerie PETSCII interface by Raquel Meyers and GotoAT. The MP3-archive is also available at archive.org.
Music For a 15 Year Old Me is Omri’s attempt to reach back to his teenage self, back when he was working with Amiga groups like Anarchy, Magnetic Fields and Scoopex. He was making chipmusic before the term even existed. Omri:
At that time maybe we referred to them more often as intro tunes, rather than chiptunes. The requirement that, after the copy protection was removed, a crack intro to publicise the group could be placed in the unused first sector of the floppy disk meant that the music had to be less than 10kb in size.
Eventually, Omri also started to perform in the London underground scene in acts like Afterglow and Invisible Technologies. They played live using two Amigas and a Yamaha music computer. While most of that music has been lost today (Raw EP on Beautiful Records is an exception), it is clear that Music For a 15 Year Old Me picks up on the ambience of Detroit techno, early UK hardcore and house. The process behind the release is also a nod back to himself:
To consider the only relevant audience to be, me, 20ish years ago – frees the creative process of considerations and conformities and fashion which can sometimes limit my approach to writing music.
In order to facilitate this concept, all of the songs have been produced using only a sound tracker type program (Milkytracker in this case), with the only sample editing being that available inside the tracker.
Which also means : no filters, no reverbs, no synths, no channel EQs or compression, no effects apart from those you program yourself by manipulating the pitch, volume or sample offset.
Here’s hoping that teenage Omri will pick up on this release, and respond with some more Suleiman music. To read Omri’s own words about this release, visit musicfora15yearoldme.com.
I recently talked to a demoscene musician who had just started studying electronic composition at university. He liked it, but felt out of place there. All of them knew sheet music, had parents who liked “high culture” and they actually liked Stockhausen and Cage. When teachers or students ask him about his past, he no longer talks about the demoscene. It’s just not worth the effort to explain it every time you talk to someone, because they probably won’t care anyway. In music universities anyway.
Elsewhere, like in advertising and programming, demoscene skills can get you a job. Some companies have even grown out of demoscene groups: Dice from the Silents, TAT from Yodel and haxx from Horizon. In the pirate biz there’s also a few sceners like Peter Sunde at Pirate Bay and the Megaupload-guy. But in the arts? Goodiepal springs to mind, but… yeah.
It’s a bit funny. I’ve argued before that demos are works of craft, not art. Demos are made for showing off and winning a compo. It’s about going to parties and not giving a fuck, screaming at dancing PETSCII-characters from 1992. It’s like rock before art/theory defined and confined it?
Is the demoscene the opposite to art? Well, many important things of software art (interactivity, generative systems, process) are almost completely missing in the demoscene. These things are going mainstream too, but still hasn’t really reached the demoscene. What artists and sceners share though, is the desire to do the impossible. There is an obsession with transgression in the new media art world too (going beyond the ‘system’), but the demoscene is so much ahead of everybody else that nobody gets it. Hehe.
I think that the scene is interesting to art people too. Interesting. But not relevant. Perhaps it sounds unbelievable to them that there’s been a network of A/V hobby hackers since the 1980′s. Maybe they feel stupid for not knowing about it. Or it’s more simple than that. They think that demos are boring crap. I’m bound to agree, especially from an art perspective. Although some things are definitely works of art (Deep Throat, Notemaker Demo, Rambo – A Chronicle of, Robotic Liberation, etc), that’s not the point with the demoscene. (besides, art is pretty boring too)
What is the point? Well, I really like the freedom of the copyparty. Think of it as a hackerspace disco with lots of man-beer and old music. There’s no money and no bullshit. You don’t have to network with the right people and explain your work on their terms. It’s an odd soup of CEOs, graffiti writers, headmasters, schizophrenics and academics that is hard to find elsewhere. Some people are just quiet and make music, others are fixing some hardware while the Finnish BBS-d00d is puking in the closet. Then they all crash on the floor, covered in data noise. It’s like being 16 again all over, except for the SD-cards.
The demoscene is underground because it doesn’t fit anywhere else. Even if many sceners have high education, income, cultural capital, etc – the things that they produce don’t have the same status. Demos are more like folk culture, than “high culture” (which Dragan would say too, I guess). But compared to other folky computer things – GIF-animations, general midi music, ASCII, silly javascript effects – the demoscene never became part of the repertoire of post-ironic-retro-dirt-style clip-art ding dong net.art.
There are exceptions like Low-Level All-Stars. But the demoscene is tricky to use in the art world. When Rhizome (the sort of #1 digital art place) had a demoscene week, they had to invite others (like me) to write, which I think is rather telling.
The demoscene is the eternal underdog of computer art. It does a lot of low-level work (manual labour in computer land) but the skills to do this are not valued higher up in the hierarchy (e.g among the institutions that provide the $). Of course it can give credibility in some situations, but if you want to be an artist the demoscene is essentially a waste of time. Skills like tracking, pixelling and assembly coding are useful for many things, but they don’t give you any extra credit in the art world.
If this is true (it’s a bit speculative), there’s nothing wrong with that. Of course it’s frustrating that the demoscene talents get so little attention, but that’s the way it is. Eventhough other people should care, we’re quite happy with being left alone too. Then we can keep on voting for fart jokes and petscii porn without worrying what all you lamerz think. See you at Datastorm this weekend! DATAAAAA!
So first Viznut and friends did some experiments and put it in a YouTube-clip. Then there were threads at Pouet and chipmusic.org, and eventually it even popped up in places like Motherboard. Then there was another video:
This is all about tiny pieces of C code that generates 8-bit music. Mega complicated haXXor stuff. But you don’t have to understand it to like it. In fact, you can even make it yourself. Just copy stuff here, paste it here and then change some numbers. Don’t forget to copyright it!
This seems less hardware-dependent than minidata things usually are. So perhaps it could be some new kind of sonic Twitter art, like I tweeted little-scale’s Arduino music (mp3). Good luck everybody! Waiting for the first compilation…
“We just called it “chiptune” then. I think. I mean, we really didn’t have anything else to call it”. That’s what Minusbaby says about the early days of the chipscene in USA. Nice to read some thoughts about this. My own memories are a bit blurry. But it was certainly unchartered territory back then, perhaps even more so in USA then Europe. Chiptune was the most popular term in the 00′s. I suppose 8bitpeoples contributed to that, like most others. The old VORC was perhaps even more important. Now, the chipmusic term seems to be getting more <3 again, judging from biographies, forums (chipmusic.org), etc.
In the 1980s some people talked about micromusic as music made with microcomputers (8-bit home computers with PSG soundchips, mostly). When the Amiga came out, it could play things that didn’t sound like micromusic. Therefore the terms chiptune and chipmusic appeared. But what did these terms mean 20 years ago?
I’ve previously argued that in 1990 chipmusic was equal to chipmodules but that was probably wrong, actually. I’ve discussed it with several of ye old legends, and there are different opinions. Except for chipmodules, around 1990 chipmusic could also refer to synthetical Amiga music or PSG-music.
What can the archives tell us? According to a search at Bitfellas there seems to have been chipmodules as early as 1988, in Compackting Disk Intro by The Supply Team (a Danish pioneer group also on the C64). I was too lazy to setup UAE and check it out though, so I’m not sure. :) UPDATE: mod.introsound was made by Rambones (still active), and uses a short non-looped sample.
In 1989 the word ‘chip’ starts to appear here and there without any apparent chipmusic-reason. More importantly, 4-mat makes chipmodules and releases them in a lost production and in an intro without music :) [1]. TSM released something like a chipmodule in Invasion, called weinigkb – few kilobytes [2]. He told me that he heard the chiptune-term only years later, and it meant Soundtracker-based songs with short C64-samples. (I mistook TSM for Suntronic)
Surely enough, 1990 saw the release of atleast two chipmodule music disks with C64-covers: Sludger’s Music Demo and Captured Imagination by 4-mat. He also released chip-things like Mole’s Hot Demo Pack, Skywise’s Intro, Music Demo (called Chip Music Demo at Bitfellas?) and Inspired Sounds. Chip Music Festival by Magnetic Fields is the earliest use of the term that I’ve found, and there are no chipmodules in it. It’s all synthetical songs made by Jochen Hippel, Ziphoid & Uncle Tom, Walkman, etc. Chipmodules is a new method and there’s no established term. Look for example at the text in Blazer’s Riots or Savage’s Short.
It seems like chipmusic appeared before chiptune. Chiptune was a noun, meaning a piece of chipmusic. (That always annoyed me with chipmusic chiptune later. Could it originate from a linguistic glitch between English and Japanese?). Anyway, by 1991 the chiptune term was well established. Nuke/Anarchy made a song called chiptune-12k, 4-mat’s song L.F.F also appears as mod.chiptune, and there’s this. The musicdisk Synthetic Vibes includes some of the most famous chip-names at the time (except the already mentioned also Mantronix, Heatbeat, Emax). [3]
(Btw, if there was a competing term, it could’ve been intro-music. There are many songs called that, for example by Heatbeat, Dr. Awesome, 4-mat, etc. But I guess the C64-inspiration made the chip-terms seem more fitting?)
Unfortunately music archives don’t really date its entries, so it’s hard to do a similar research. But on the other hand, you can search for text inside the songs. That way, we can find songs like megademo-vectorbobs where 4-mat claims to have invented chipmodules and asks all sample-rippers to piss off. When I interviewed him for my thesis he was not very proud of this, and admitted to being a sample-ripper too :)
This little excursion tells us that the chipmusic-term was used in 1990, and that chipmodules might’ve been around in 1988. Also, the use of the chip-term seems to have a UK-origin (Anarchy, Magnetic Fields, etc). But hopefully someone can take this research further. Would be interesting to see more heavy data analysis of these archives, to find out more about how chip-terms were used in demos and songs. (And who stole whose samples, for example. Remix culture 30 years ahead of its time!)
But one thing that strikes me, is that the synthetical Amiga tunes around 1990 have aged quite well. If you listen to this MP3-playlist of Amiga tunes from 1989, it feels very modern compared to other electronic music from that time (for a chip-literate, anyway). First of all, it’s not really songs – it’s loops. The linear song-format, on which most music consumption is based, is not really applicable here (great!). Secondly, the minimalist sound capabilities make it less dated. Elsewhere there were orgies in cut-up sampling, drum machines, consumerized sequencers and FM-synths. But the assembler-based 8-bit micro synthesis led to … something else. And last but not least – the music was embedded in a cracker culture that we – the consumers – were mesmerized by. Who were they? How did they make the music? How can I do it? No recording artist could get the same kind of mysterious distribution.
Some people would say it’s “only nostalgia”. Maybe it is, whatever people mean by that expression. But at the same time, this is so different from most contemporary chipmusic. In fact, it doesn’t share much with it at all. During the pinnacle of chip-purism a few years ago it would not even qualify as chipmusic. But today it feels like its pointing towards a possible future for chipmusic. The chipscene is described mostly in dusty postmodern technoid terms á la remix culture (like appropriation). But that’s going to change in the 2010s. You read it here first!
[1] 4-mat’s first chipmodules were Autumn, Knighthawk and Space Journey according to himself. They were based on ST-01 samples.
[2] Check TSM’s page about his 1989-activities, including the source code to a 1988 text editor softsynth for Amiga. Some great crackmospherical space ambient electro in there.
The theoretical base is Friedrich Kittler, who is more interested in machines than humans. From this Botz constructs a media materialism that takes the potentials/limitations of the machine seriously. Human fantasies about subverting the machine is not primary. Demos are immanent in the machine and are only “carved out” by the sceners. They are states of the machines, and not products. There is no software, even.
Still – as a researcher of art rather than computers – Botz describes the aesthetical norms also from a social perspective, occasionally with some ideas from cultural studies. New effects typically reference “oldschool” elements to make it graspable. It’s not a virtual and limitless digital “freedom” where anything is possible, which is often implied elsewhere. You know, Skrju can make lots of fucked up noise but still fit in, while perhaps Critical Artware could use some more rotating cubes.
Unfortunately this book is only available in German. You can read a sample here. My German is not very good, so my apologies if this post contains any misinformation. Having said that, this book is the best demoscene research I’ve read. It’s quite traditional in its theory and methods, which I think is required to cover the topic thoroughly. Still, it offers plenty of surprises compared to the usual clichés about hacker aesthetics. Perhaps that’s because the theoretical perspective is down-to-earth instead of pretentiously post-whatever or ideologically biased (e.g. humans or machines).
What does a computer want to say, really? What is inside the machine? If there’s just 256 bytes of software, we might be getting closer to some sort of answer. Or is that just bullshit?
It is of course a craft that demosceners have worked with for many years. Ever since the 1990s demoparties have categories for intros made in for example 4 kilobytes. But in the last years, this has dropped well below 1 kilobyte. Now there are audiovisual “demos” that consist of less than 32 bytes. Usually it’s “coder porn”. There’s for example the 224-byte tunnel-effect for PC, coded in Photoshop (!) – check the video. Also, Loonies have made some impressive audiovisual Amiga-works with hot code and soft-synth electro: ikadalawampu (Amiga, 4096 bytes). On the C64, there’s music that use almost no CPU-power at all.
Other works are chaotic systems that look so good that it doesn’t have to matter that it’s just 256 bytes. Look at the video of Difúze by Rrrola (PC). It’s some kind of audiovisual (General MIDI) new age minidemo. Rndlife 2 by Terric/Meta is a text mode C64-production where the PETSCII characters are sliming around the screen like there’s no tomorrow (exe).
256 bytes is, in itself, rather useless. In a way, software doesn’t exist without hardware. Minidemos require nice hardware. If the hardware is complex enough, then 4 kilobytes can look and sound like a Hollywood movie intro. If the hardware is low-tech fresh, then 23 bytes can be a 9-minute audiovisual data catastrophe/victory. Just look at the video of 4mat’s Wallflower for C64. I wonder if he himself can explain what’s going on?
It’s also possible to do story telling in minidemos. Check out A true Story From the Life of a Lonely Cell by Skrju (256 bytes, Spectrum). Dramaturgy with two pixels. Viznut made a similar thing in 4k, that also has music to help the storytelling.
Still, my favourite minidemo is still Rrrola‘s 32-byte masterpiece for MS-DOS: Ameisen. Two years ago I recorded it, so I could show it at the online exhibition Minimum Data >> Maximum Content that I curated for Cimatics’ defunct Intermerz project. If you don’t like compression, the video looks pretty crappy. I really made my best to translate the data performance into recorded video, but well, a performance is usually better than a recording! 32 bytes of instructions can obviously be better than 300 megabytes of video.
Derbyshire Ram was an English cracker and swapper who passed away a few years ago at the age of 68. I just heard that his collection of C64-software (one of the largest in the world) is now available as torrent. Part 1 is here. Afaik the rest is not yet available.
I like the idea of personal collections. Collectively maintained archives like CSDb are often larger and more indicative of what the scene thinks of itself at the moment (like what counts as a scene-release and what doesn’t). But collections like Derbyshire’s have a personal character to them, and they are more a sign of the times aswell. They should be copyrighted aswell.
But perhaps more importantly – they are physical objects. Worn floppy disks tagged by swappers, specially designed disk covers for releases, and the smell! Almost certainly a fetish unknown to most people. I’ve been using floppies for 15 years, but now I too have caved into the wonders of 1541U.
Anyway, I hope that in the future we’ll see more collections like this. An equally important collection was made by Jerry – the notorious leader of Triad, who also passed away recently at the age of 67. Both these gentlemen got into the C64 cracking scene when they were 40+ (which is unusual, for those who don’t know). They were doing the distribution work (with modems and postal mail) that maintained the crack/demoscenes as network cultures.
Mad respectz. Hope you guys continue to megaswap in space.
There is a very geeky discussion about C64-graphics over at CSDb, which is strangely annoying and fascinating at the same time. It is essentially an argument about what a C64-image ‘is’, or perhaps more correctly, how it should be represented at CSDb. Is it the raw pixel data, or is it the way the image looks on an old CRT TV-screen?
From a data-materialist perspective, the image is archived most correctly as pixel data. Nobody in the thread disagrees with this. The discussion concerns the screen shot, and whether it should be modified to look like it does on a CRT-screen (by re-constructing a ‘correct’ palette and using a TV-emulation). It is a question of what is the most ‘accurate’ representation of the image.
By STE’86
STE, a commercial pixel artist from the 80s who was active in the demoscene-ish universe Compunet, wants CSDb to “let me display my work in the manner and spirit it WAS created in. and let ME be the judge of that being as how i actually did it 25 years ago and may indeed have some recollection of what it looked like”. His idea of the image is a construction of e.g. two things: memories and screens. The way he remembers the image is not necessarily what was actually on the screen. Even if it was, his CRT-screen was different from those of others. Furthermore, his PC/Mac-screen might show graphics a bit different compared to your screen. Nevertheless, his point is that an archive such as CSDb should not modify the images in anyway, because for one it’ll be a huge problem to update it as the emulator improves.
The problem is that some images need some kind of filter/emulation, because they rely on the blending that PAL-artefacts create. In short, C64-graphics looks different on modern ultra-sharp screens. Bogost describes the inaccuracies of emulators in terms of texture, afterimage, color bleed & noise. These can be vital aspects for pixel artists who work with CRT-screens, of course.
By Joe
What’s funny is how the technical discussions runs into a little halt half-way through the thread. It’s discussed if we can actually tell the difference between palette-issues and TV-emulation. In fact, the cause of the whole thread is revealed to have been an anti-alias issue in Firefox that was interpreted as a case of TV-emulation. For me, this is a little reminder to not get too stuck in technical details that, when it really comes down to it, is not something we are aware of anyway. In another way, it’s a reminder of what makes demoscene forums great!?<
Skrju is a (Russian?) demogroup founded in 2001, still releasing brain-smashing ZX Spectrum demos unlike any other demogroup I’ve seen. Their demos are usually noisy and greyscale, sad and dark. Pleasently uncomfortable. Let’s get sucked into their world with Fuckyouscene (2003).
It makes me think of Alih’s C64-demo Fuck the Scene, which is another kind of alternative to the demoscene aesthetics with its fucky appearance but complex code. But to me Skrju’s works are more consistent, and is definitely not only a rebellion against the scene. Check their 20-second invitro for Chaos Construction 2004, which they made in 2005 (!).
You have to give credit to a group that works primarily with greyscale ZX Spectrum, right? At first, they used colours and a more demoscene-ish aesthetics. Lovemaker (youtube) is a teenage angst poetry trash demo which according to their website was inspired by Fairlight’s Drop the Basics and its childish graphics. For Summermilk (youtube) they mention a Replay-demo (with a classic Radix/Loonie song) as inspiration. After this they started establishing their greyscale-style with Why (2003).
After that they released their Fuckthescene-demo, which I think appears a bit different in the light of their past productions. It’s not just an outside thrashing of the scene without consideration of its traditions. They are not just “making some glitches” but building on the demoscene ‘canon’ (see the end here). Atleast that’s the way I see it. The excellent demo Mother (youtube) is perhaps a bit of an anti-demo, but then Ussr2185 (youtube) features plenty of rotating cubes. Had it used more pixels, colours, and sounds, it could’ve been a quite typical PC-demo, right? Here’s Idiot from 2004.
This demo makes me think of the PC-demo _ by $, which caused quite a discussion in the scene about what a demo is supposed to be. Shanethewolf finally said “let’s give up what once was a target of the demoscene.. high quality real-time multimedia.” Although Skrju are perhaps more traditional than $ in some ways, there are also some similar tendencies in the comments of Skrju-demos at Pouet. Perhaps it’s because they undermine a technodeterministic definition of demos, where demos can be anything as long as they obide by certain technical details (filesize and format, platform, etc). This is proving to be a problem in demoscene-archives such as CSDb, where it has to be discussed what constutites a ‘scene release’. Why is Jeff Minter’s Horses a scene release, for example? This also applies to the chipscene in many ways.
Anyway, let’s go back to Skrju. The current members are sq, nq, kq and t. Their musician, nq, has a website and also did a ZX noise release on Ubiktune called Onomatopoeia. Among their latest releases is the 256-byte story of a lonely cell (youtube) which pre-dates Viznut’s Dramatic Pixels. There’s the dark Reminescence (youtube) and also We are (youtube) which, again, reminds me of Hollowman‘s work, and also Wrath Designs.