Archive for the ‘art’ Category

About My Demoscene Talk at Øredev

November 18, 2013

Last week I made a presentation about the demoscene at the developer conference Øredev. Before the talk I did an improvised C64 ambient dinner performance – where I just start the software and do everything from scratch, and show the screen to the audience. (see image)

by emiebot @ flickr

Photo by Emiebot

The theme of the conference was art, so my talk was more or less “demoscene vs art”. I argued that the scene and the art world are fundamentally different. The themes of 1960’s computer art might be similar to the scene: moving graphics, sound, code, making “new” thing with technology, networked communications, etcetera. But today the scene and the art world basically doesn’t overlap at all.

The scene competes with skills by making works that you go WOW!LOL!WTF! the first time you see it. The execution is more important than the concept, which connects to scene to craft rather than art. I’ve emphasized this since 2008, because it’s one of the most defining traits of the scene imo.

I talked about the years around 2000 when 8-bit works started to appear in the art world. Usually that was in the shape of glitch (Jodi), chipmusic (, Nanoloop), ASCII art (Vuk Cosic),  circuit bending (Notendo), videogames (Cory Arcangel). Sceners were not involved in this, and some of them (including me) were annoyed with the lame execution. “Hey, it’s not eliteeeee!”.

Photo by Codepo8

Photo by Codepo8

So… then I went on to talk about why I started to move towards the art world myself. We played HT Gold, which didn’t really work in the scene because it’s full of trash. I showed demos that doesn’t work in the art world (ie, most of them). And I showed Dansa In which I think is the first time I’ve worked with something that worked both as “art” and “demo”.
Nevertheless, I discussed the possibilities of scene-style coding playing a bigger role in the art world in the future. Doing things for www, smartphones and microcontrollers could surely use some of the über-rationalistic yet trial-and-error-craziness that sceners are so good at. Efficient use of the hardware, of course, will become more important if digital art goes monumental but wants to not waste more resources than necessary.
Finally, I mentioned three cultural traits of the scene that could/should have a bigger influence:
Distribution is always free in the scene, and they developed a sort of DIY infrastructure for that. There was an international network established already in the 1980s, using both telecommunications and postal mail. Distribution was hard work by dedicated traders, swappers and sysops who copied software around the world. I was always fascinated by this, and we’re once again seeing the need for this with the recent waves of censorship, surveillance and control.
Copyright remains an infected issue in the scene, despite (or because of) the normalization of free distribution, and its close ties with the cracking scene. Amiga MOD-music is my favourite example, where composers sampled sounds from records and basically claimed ownership of them. “Don’t rip my samples!” was a common statement. In the scene, it is always better to do it yourself, rather than building on someone else’s work. It doesn’t want to be a remix culture.
If someone was “stealing” they would be shamed in public (diskmags, parties, bulletin boards) so they lost their reputation. We could, perhaps, compare this to how Timbaland was attacked by “an angry nerd army” when he sampled Tempest’s chiptune. To me, this seems like a much more modern way than to have a court decide which methods are okay, and which are not. But yeah, it will probably take some decades before we go back to that behaviour.
Formats. Distributing most things as real-time programs instead of recordings, leads to a treasure for future historians. The massive online archives means that the demoscene is one of the most well-preserved subcultures so far. Imagine what we can do with all that data in the future! It’s like cultural analytics done on “open source” artefacts – or even better. Also, this puts some demands on the platforms. They need to support wild methods and low-level trickeries, not punish them. Strictly enforced license agreements embedded in the hardware (“if you try something funny, your gadget will blow up and call the police”) or underlying mega-protected systems are not really the future, from this point of view.
Finally: I know the few sceners that were in the audience were disappointed that I didn’t show many traditional demos. That wasn’t really the point with the presentation, which I probably should have made more clear. The idea was to discuss the scene from the perspective of art and highlight its advantages and disadvantages. Also – I showed many of my own works because I was asked to, and because I have worked many years in that grey semi-desertic area inbetween art and demoscene.

► Animal Romantics

November 1, 2013

Animal Romantics (slightly NSFW) is an audiovisual maxi single. Or music disk. Or … internet multimedia? Demo? Net art? Whatever you want to call it – this is 7 songs with synchronized visuals in Javascript and PETSCII. The music, text & visuals blend together to describe the construction of a lady, who has romantic dreams about monkeys.

You can even insert your own text and get a custom link to insult your friends with! Made by Raquel Meyersevilpaul and Goto80 for the pl41nt3xt pavilion @ Wrong Biennale and Chipflip.


The song comes in one slow disco version and a faster vocoder pop version. They have been remixed by Limonious (the grand father of skweee), Steve (UK’s new king of FM-swing), The Toilet & Ljudit Andersson from the very underrated Mutantswing label, and finally a version from the don of Amiga disco, Dr. Vector. The whole thing runs in evilpaul’s text-mode Javascript library.


Works on most browsers, as long as you have a normal keyboard (hello mobile world).

Teletext Art – An Overview

August 16, 2013

If you describe teletext as obsolete, you couldn’t be more wrong. It is one of the most popular media in Scandinavia. Here in Sweden for example, teletext is still the #1 public service medium, and commercial channels still sell plenty of advertising for it. Despite public service serving people with decent content on tv and www, most of us can not stay away from teletext. It remains the #1 public service medium in Sweden, and in 2011 it was also the most popular app for the iPad, and the third most popular iPhone-app. Stick it to the hi-res man!

And you’re thinking: omg wtf lol why? I’m not sure. But it’s not due to a lack of fast internet. The access to high speed broadband internet is high around here, which indicates that “internet” is not a competitor to teletext. Teletext was not replaced by www, because the hi-res spam freedom of the web is no match for the editorial no-bullshit-no-advertising tranquility of teletext. Atleast not for the time being.


Now when that’s clear, let’s turn to teletext art. If context is what defines art, then teletext art is a quite recent thing. Early examples include works by Maki Ueda (Dutch TV, 2000), Jodi’s noisy Teletext (Dutch TV and www, 2002) and the xxxellent Teletext Babez by Dragan Espenschied (Dutch TV, 2001). Microtel (Dutch TV, 2006) was a group exhibition that involved plenty of people from the community. Page 444 by MOMS (Icelandic TV 2007) is also worth mentioning here, although the YouTube-clip has been removed since I found it in 2008.

We should also note Dan Farrimond’s The Pixel Is Power (2008), the first (?) teletext video clip I Will Glam (Spanish TV, 2009), The Sound of Ebay by Ubermorgen (www, 2008), För Text-TV i Tiden by Fredrik Olsson & Otto von Busch (Swedish TV, 2010) and fok_it by Joonas Rinta-Kanto (Finnish TV 2012). UPDATE: Also check out the conceptual Social Teletext Network (2013).

And of course, the International Teletext Art Festival is right now doing its second year, running in a number of European countries. I was asked to contribute, so I presented my Remote Control Music Studio. This year it seems to receive more attention than before, and will be featured at the prestigous Ars Electronica art festival.

sorry, I know it's annoying

The last few years Raquel Meyers has been doing plenty of teletext work, and I’ve been lucky enough to make music and stuff for it. We used teletext for live VJing at Transmediale earlier this year (Mind the Volcano) and at Bonniers Konsthall we exhibited Datagården – a teletext graveyeard, remote controlled by the visitors. In Datagården there was also a DIYobituary, with a video-camera/teletext feedback loop, as shown below.

These things ran on standard TVs, since it used the teletext inserter vbit by Peter Kwan. At the time this was the only affordable option for custom teletext, but now there are even cheaper solutions for Raspberry Pi (with less features, though).



If we turn away from the art world and consider teletext art in terms of craft and techne, teletext art is much older. Ever since the early years in the late 1970s people have been trying to master the craft of teletext. And it’s no simple task. Teletext only uses text characters (with semigraphic characters for the pixel-style) and 8 colours.

You can use control characters to change colour and size, aswell as add effects such as blink. But these control characters are shown as blanks, so changing a colour means that you have to insert an empty character. This is why there are usually thick black outlines in teletext graphics* and it’s also why horizontal compositions are so common. Below is a piece by LIA for the ITAF 2013 exhibition:


Almost all teletext graphics have been lost. It is not easy to archive for researchers since it exists somewhere “outside” the screen. For the TV-companies it would be easy to save the teletext pages, but I would be surprised if they ever did.

But hey – you might have a teletext archive at home! If you have a VHS-tape with a movie recorded from a TV-channel with teletext, you can play the tape and browse teletext as it appeared when the movie was aired. If you’re lucky, anyway. If you are one of those rare SVHS-people, chances are much higher.

Even so, there are still plenty of good teletext works online. We collect many of them at Go there and check it out (NSFW and meanwhile you should check these two teletext animation series:

Hands Up!  by Intelfax. A mindblowing effort! An animation series to teach sign language. It was done on a BBC computer (which had built-in support for teletext) using the Movie Maker software. Although it might seem absurd to do this in text-mode instead of using pixel graphics, this was likely a good option for long animations, considering the amount of memory available. Btw: teletext graphics was also (sort of) supported by the ABC80 computer, aiit.

Bill Geers painstakingly animated biblical stories in teletext are equally impressive to Hands Up and afaik made with similar tools.

If you want to dig more into the world of teletext, you should also check out its sibbling protocols: the interactive videotex used both teletext and more complex protocols like antiope (used by Minitel) where you could change the font, and telidon that also featured vector graphics. Check out John Fekner’s Toxic Waste From A to Z below. Finally, there’s telesoftware and the bizarre browse-the-internet-over-your-phone-in-public-on-a-specific-teletext-page thing  3text maffian (in Swedish).

* Pro tip: circumvent the blank control characters by clever uses of background/foreground colours and “inverted” characters.

Delete Or Die #1 – Why Subtraction Beats Production

April 15, 2013


Everything that we do is to delete things. We don’t create or add, we subtract and remove. Anyone who reads this text deletes my original intentions. The choice to read this text is a choice that exclude gazillions of other options. So thanks for staying!

Science agrees. In quantum theory, the world is a sea of virtual potentials and whatever happens is not much compared to what did not happen. It is only a drop in the ocean. According to some economists, capitalism thrives on destroying the past. It deletes previous economic orders and the current value of existing products, in order to create new wealth. Among some posthuman philosophers, humans are no longer thought of as creators, but as sculptors or signal filters. We receive signals and filter them according to the taste of our system. If it doesn’t make sense, it gets deleted. I guess cybernetic theorists and cognitive psychologists might agree on that one?

One of the phreshest cyberd00dz, senor Nick Land, once wrote that organization is suppression. Any kind of organization – imposed on anything from cells to humans – deletes more than it produces. This of course includes modern technologies like seach engines and augmented reality – more about that in a minute.

So: the most productive thing you can do is to increase the desire to delete. One easy way of doing that is to use sedatives. These are the drugs o’ the times – a reaction to the cocaine-induced individualism of the 1980s that was caused by the psychedelic ecologism of the 1960s. Nowadays we don’t tune in and turn on, we turn off and drop out. Artists do it like this while most people do it by watching TV or using “smart technologies” that deletes decisions for you. We need censorship, even if we think it’s wrong. Delete or die!


Let’s look at a few very different examples that relates to this. If this all seems very confusing to you, first consider that the only way to be creative today is to be non-creative by e.g stealing & organizing instead of “creating original content”. From plunderphonics in the 80’s to the mainstream copyright infringement known as social media — now the next step is to start removing things.

Nice idea, but how useful would that be? Well, I experimented for a while with filling the memory with crap, loading a music program, and then start to remove the crap. Like a sculptor. And the idea was to make “real music” and not only noise, of course. Both challenging and fun! But anyway, let’s back up a bit:

Subtraction is all around us all the time. It’s how light/colour works, or some forms of sound works. Our own brains are really good at it too. We perceive and process only a fraction of all the input our senses can take in.

Another almost-naturalized form of subtraction, but in the arts, is the removal of content to reveal the form (uh, or was it the other way around?). I guess that’s what a lot of art of the 1900s was about? Abstractionism and minimalism, space and non-space, figure-ground oscillations, and so on. Take things out to reveal something we didn’t know before. Two unexpected examples: Film the Blanks and Some Bullshit Happening Somewhere.

Another rather recent thing is Reverse Graffiti. It doesn’t add paint, but removes e.g dirt & dust instead. Graffiti can also be removed by adding paint over it, which some people jokishly calls art. Or perhaps doing graffiti by carving the walls is more relevant?

Censorship is another topic. Here is a silly one where naked bodies are censored and the black boxes form new shapes and stuff. I suppose censorship could also include net art things such as Facebook Demetricator and Text Free Browsing. Also, Intimidad Romero does art by pixelizing faces

On the more techy side, Diminished Reality is the opposite to augmented reality, and seems to be very controversial to people. More so than augmented reality, probably because we think we’ll “miss out” on stuff instead of getting “more” like augmented reality promises. Whitespace is, I guess, a tongue-in-cheek project: a programming language that ignores normal text and only uses space, tab and newline instead. A favourite of mine is the game Lose/lose where you play for the survival of your hard drive’s files.

Some more examples:


For me these examples show how rich the field of DELETE actually is. And there is plenty of more to say. In fact, there was a rather big plan for this project once. But instead of letting it decay away and be unrealized (?) I decided to undelete it. Oh n0ez, teh paradox! Or maybe a blog post doesn’t count as being realized? Well I think it’s pretty obvious that the ████████ was ████ ███ ████████ ████ because ████████ ███ █ so ████████ ██████████ █ ████████.

Some useful slogans:

Progress = deleting alternatives

Any thing is a reduction of some thing

Understanding = organizing = deleting

Creativity spots the ugly and deletes it

Anything that happens is nothing compared to what could have happened.


After the Trackers: John Cage Bukkake

July 30, 2012

Trackers have remediated plenty of Western ideas of music. Typical time signatures (4/4) and tonality (12-TET) are the most obvious. Less apparent is the distinct separation between instruments and notation; sound and code. Most trackers force the users to make strictly defined instruments which sound basically the same every time it’s triggered. As such, trackers are essentially the opposite to modular synthesis, where anything can modulate anything (ideally).

Perhaps that’s why trackers never seem to go mainstream. They are too deterministic and controlling. Too manual. The contemporary way is to have fun with stuff you can’t understand: nothing is a mistake á la Cage. It’s okay too be lazy, 2 cool 4 skool. So trackers like Renoise are going that way too, and seems to be getting pretty bloated in the process.

In a similar way, some of the most talked-about chipmusic tools are not trackers. New physical interfaces like Gatari and C64 keytar are obvious examples, but sometimes software also gets some attention. Nanoloop, of course, can be seen as a precursor to the now popular grid interfaces. Viznut’s Ibniz is more of a mathematics tool, but it got a lot of attention earlier this year. It’s been designed to make text-based generative works with a tiny filesize (sometimes called ?bytebeat). Since Ibniz works with both visuals and sounds, it also blurs the boundaries between visual interface and content, like little-scale also demonstrated a few days ago.

For me it seems clear that visuals and music will melt together in new forms of interfaces in the future. Let’s look at two experiments that can give some pointers for the future of low-tekk composing: Gijs Gieskes’ TVCV-sequencer and Chantal Goret’s mouse-controlled Crazy Box!

The Working Class of Computer Art?

February 6, 2012

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 copy party. 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

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!

We call them VJs

November 13, 2011

…but it’s not really fair. It’s a misleding term since VJs usually create their own material (unlike a DJ). I think it was Jean Poole who first pointed that out to me, many years ago. Anyway. I started writing this post as a reply to “Which European VJs are there?” but then I digressed, and then it turned into this. Feel free to complain!

I’ve written before about the popularity of glitch in the chipscene. In Europe Gijs Gieskes (nl), RealMyop (fr) and Kissdub (fr) are some of the foremost 8-bit glitcherz, although people like Karl Klomp (nl) and Rosa Menkman (nl) also work with low bits every now and then. In USA there’s e.g. Notendo and No Carrier who work with glitching the NES – in hard and soft ways.

For a VJ, it seems pretty common to be stuck in a corner somewhere playing for something that you don’t even know what it is. But there are a number of closer cooperations between musicians and visualists. Distortled Box (es) work in the glitch field. Meneo (es) have/had Entter (es) on the visuals. ZX Spectrum Orchestra (uk) did some über-fresh audiovisual sets straight from the machine. 8GB (ar) did both music and visuals for his performances.

Just like with music, the 8-bit visual tools are quite poor when it comes to interaction, afaik. If demo coders weren’t so obsessed with non-interactive things the situation would be different, of course. Imagine if there were more things like VBLANK’s VJ on a chip, or Atari Video Music or all those crazy visualizers from Jeff Minter. Since it’s all code, it should be more easy and obvious to add interactive features. If all those 32-byte-thingies were interactive, it wouldn’t take many floppies for a full night’s VJ-set!

I believe Paris (us) was talking about this a few years ago, as a key feature of making visuals from scratch with old tech. With his background in analogue modulations and physics, he should know.

Anyway: one of the titans of low-res VJing is the C-men (nl). Starting as a duo, it’s now a one-man army who’s brought his Amigas around for over a decade, and not only for chip-related gigs. His visuals don’t use the “8-bit aesthetics” even if they technically are.

Two of my favourite VJs are Otro (fr) and Raquel Meyers (se). While Otro is perhaps more known for graphic design, his VJ-sets are incredible aswell. Raquel has recently taken an interesting turn into the text mode world, with e.g. 2SLEEP1 (together with yours truly). Both them have also made a few works for the demoscene.

And finally: Enso (us) has a nice psychedelic flair to his visuals, Pikilipita (fr/uk) made VJ-software for e.g. the GBA and VjVISUALOOP (it) seems to have made some nice stuff. Now I’m going to eat, but please comment about all the VJs I’ve forgotten here!

Btw: lulz @ writing a post about visuals that only contains text.


Winning Printers

November 2, 2011

Printers are the future! Like Apple’s new CEO said. According to … the Onion.

So it was a joke, but there is definitely something strangely futuristic about printers. It’s probably the most invisible post-digital thing around, and with DIY 3D-printers like reprap they might get some love soon again.

Or perhaps they already did? I’ve come across many printers with a strong character lately. They seem really fun to experiment with. The spraycan-based Near Tag Quality makes me think about an unthinkable mixture between beamers and blu (or?). Time Print Machine bleeds ink on paper, which creates round “pixels” of various sizes. Kind of like the LEGO printer and the human printer, but with more interesting results.

Electronic Instant Camera by Niklas Roy

But the Electronic Instant Camera by Niklas Roy is the reason for writing this post, really. Great work. Like a slow-fi Polaroid. A mixture of Gameboy Camera, Anton Perich’s painting machine from 1979, and the waterfall screen. I hope that it sounds good too. Printers are good music instruments

Anton Perich's Painting Machine

Finally, the TXT-PRINTER. It’s an official Philips TV from 1984 that contains a printer for outputting teletext pages. One at a time. I actually have one of these, and I can’t believe it didn’t get more popular! Photo taken from this page.

► Goto80 + Raquel Meyers: 2SLEEP1

September 14, 2011

2SLEEP1 is a playlist of audiovisual performances in text mode, designed to make you fall asleep. The idea is to show the music being composed in real-time (Exedub) along with typewriter-style animations (e.g. Sjöman).

Both the music interface and the graphics are built up from text symbols. This means that the (graphical) objects can work together with the (musical) instructions, on a visual level. Vank is a first rough test of this and Matsamöt makes a similar thing, without the improvisation. Finally, Echidna is a silent movie with semi-live music.

Made by Raquel Meyers and Goto80 (me), mostly using c-64 and Amiga. The videos are early explorations of new methods, so it’s rather brutal at times. Greetz to Poison (rip) and Toplap!

Minidemos: 32 bytes = better than 300 megabytes

May 20, 2011

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.