Le Reve at Wynn Las Vegas

Roy/SAC Intro Development

When I decided to pack my collections of scene art logos and pixel art fonts to make them public for others to download, I got the idea to create a nice little intro that comes with the packages. Following an ancient tradition in the scene, an intro does serve the purpose to announce the release and to relay greetings and messages to fellow sceners. The intro (or Cracktro), which is short for "Crack Intro") pre-dates the text NFO files by many years. In fact, NFO files are something that was developed pretty late in the game and was only extensively used for releases on the PC.

NFO files were pretty much a novelty on machines like the Commodore 64 and also not common for the use in releases on the Commodore Amiga. I created a NFO file and file_id.diz for my collections releases of course.

Anyhow, I created an Intro with the help of the OSDM (OldSkool Demo Maker) intro engine developed by the fellow German scener with the name Peace/Testaware and released my collections with that new intro of mine.

As always, I was not 100% happy with the results and started tweaking, changing and expanding things. Here are the results of that tweaking and one intermediate version that will probably never be used for a release ever. The current version will most likely be used for any update to the current packages or for some new collections (I have a lot more stuff floating around here than just logos and fonts hehe).

Current Version 4.5 of the Intro

Code: Peace/Testaware
Design, Graphics, Concept & Direction: Roy/SAC
Music: Mantronix/Razor 1911

Previous Versions of the Intro

The credits for the previous versions of the intro are slightly different. I used a different intro tune there.

Code: Peace/Testaware
Graphics, Design and Concept: Roy/SAC
Music: track "Cognition" by Jozz/TRSI

Version 1 Version 3
RoyV1Ani RoyV3Ani
 Note: You can always download the AVI version of the intro at VIMEO.com. Look to the lover right of the detail page for each of my videos there. 

I thought it was a nice idea to include greetings to most of the guys that I knew and dealt with in the scene and still remember, so I started creating a list to collect all the handles of those folks and included them in the second scroller (the smaller copper-bars scroller at the bottom). Most folks are from Germany, especially Berlin, where I grew up, but it also includes some folks from other countries in Europe, Israel, Canada and the United States.

Long List of Personal Greeting (Alphabetically)

Ace , Acen , Ados , Akim , Alf/ACC , Alf/Melmac , Alien/Nostromo , Alphatron , Amblin , Amok , Angel Death , Antibody , Argon Factor , Asphyx , Axess , Bacchus , Bad Boy , Beatmaster , Ben Garrett/Defacto2 , Bionic , Black Spyrit , Blacklord , Blaster , Brian O Neil , Brockhaus , Bug Lord , Busy Bee , Buttcher (Berlin) , Bymn , Caihai , Camel Joe , Capone , CC Catch , CeeJay , Censored , Cercyon , Chester , chub DrUid , Coast , Cosmic , Count Zero (Berlin) , Crackfield , Creator of Hell , Crypton , Cyber Brain , Cyric/DOD , Cyz , DAC , Dalezy , Darkside , Datacrime , Deathbringer , Deathwalker , Deleter , Deryll , Dipswitch , Dr.Acid , Dr.Lazy , Dragnet , Dream Design , Dusty , Elvin , Elvin Knox , Elwood , Exterminator , Fan Fan Latulipe , Fatman , Feldmann , Ferrex , FFC , Firebird (Berlin) , Fli7e , Fox , Frank Borally , Frog , Fulcrum , Garfield , Gee , Giovanni , Glink , Goonie , Grap , Gregory , Grymmjack , Guiver/EXS , Gumbo , Hagman , Hetero , Iceman , Iceman/WOF , iD MUD , Idefix , Idiana , Intruder , Jagor , Jaset , Jason Scott/Textfiles.com , Jester Radics , Jkowall , Johnny Cyberpunk , Kaethe , KC Kid , Killer , Kobold , Kral , Krazy Nomad , Larry ILG , LBM , Leecher JTC , Lemming , Logic , Lord MX , Lord Scarlett/SixteenColors.net , LTD/BLH , Mach One , Mad Danger , Mad Mac , Madmax (Berlin) , Madmax/CPI , Magician , Magnum , Marky , Matador , Matt , Maverick , Max/DOM , McLoud , Mefis , Menion Leah , Mitfit , Monday , Monster , Mozart , Mr.Axxess , Mr.Diesel , Mr.Lightning , Mr.Mad/NRG , Mr.Mixx , Mr.Rox , Mr.Swapper , Mr.Twister , Neon , Neophyte , O-Dog , Oliver Stone , OSHO , Overdoze , Palladin , Paragon , Paso , Pennywize , Pilot , Pitbull/RZR , Pitty , Poldi , Proton , Psychofox , Puschel , Quickmix , Rad Man/ACID , Radiocity , Rainer/AFL , Rainer/SAC , Raiser , Ramses , Ranx , Ratso , Rave , Rescue 911 , Retaliator , Rhett Jones , Ripwave , Roach , Rowdy , Royal Knight , Salty , Sextronix , Shamen , Shockwave , Shot , Skin , Sky , Slash , SLE , Snoop , Snoopy , Sonic , Spacerat , Sparky , Speedlock , Spoon , Sporky , Squizzy , SSC , Starx , STB , Stone , Stonehedge , Stryker , Suicide , Svenzzon , Synec , Term , Termi , The Barrier , The Driver , The Outlaws , The Punisher , The Shark , The Syndicate , Thunder , Thunderhawk , Tic , Toast , Toony , Toth , Toxic Trancer , Trans/BF , Trinitron , Trixter , Tronics , Trouble , Twin! , Twinbit , Twister , UCI , Ufonaut , Ultimate , Ultimate Warrior , Uridius , Urmel , Vax , VFast , Vincent , Virago , Werner , Wessi , Whiteheat EXLC , Wilkins , Wing , Wizard , Xan , Xeek , Xerxes , XLR8OR , XOX , Z80 , Zerovision , Zippoid , Znake , Zyrix

If you have any comments or feedback to the intros, let me know and post a comment below.

Thanks and Cheers!

Carsten aka Roy/SAC

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Scene Pixel Art Logos Collection Vol.1

I blogged about scene pixel art logos last December and about the Flickr.com collection where I posted many scene logos and more.

I collected a lot more logos since then and I did not update the Flickr.com collection yet. The main reason for that is the inability for me to avoid uploading the same logos again that I already uploaded to Flickr before. Flickr does not provide any option to de-dupe images within an account, collection nor set (bummer).

So I decided to pack everything up and make it somewhat of an official release. I saw Ben Garrett's logo pack for Defacto2.net and pretty much copied his format hehe. My collection includes the Defacto2.net collection entirely (as of May 2009), unless Ben added a significant amount of new logos to his collection since I last synchronized it with mine.

My Scene Pixel Art Logos Collection of over 6000 logos for over 1500 groups, bbs, demos and more from the Commodore 64, Commodore Amiga and PC demo and warez scenes.

The collection can be downloaded at my Mediafire.com account. The ZIP archive is about 162 MB in size.

The release was created like a standard scene release, the collection itself was compressed with WinRAR and the RAR file was then packed with WinZIP. The Zip file also contains the release NFO file, File_ID.diz and a small intro for Windows. You can watch the intro as video capture and the NFO + File_ID.diz below.

Download and Spread RoySAC-LogosPixelArtSceneVol1.zip!!!

I hope you will enjoy this pack.

 

The release Intro

Backup Link to video on Vimeo.com
Download this video in AVI format

Credits for this little intro:

Code: Peace/Testaware
Graphics and Design: Roy/SAC
Music: tune "cognition" by Jozz/TRSI


The Release NFO File


───────── ▄ ▄▄▄▄ ▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄ ▄ ▄▄▄ ▄ ▄▄▄ ▄▄▄▄▄ ▄ ─────────
·R·E·L·.· ▄ ▄▄▄▄ ▀▀▀▀▀▀███ ▀▀▀▀▀▀▀▀███ █ ███ ▀ ███ ▄▄▄▄ ▄ ·2·0·0·9·
─────────── ▄ ▄▄▄ ███ ▄▄██▀ █ ███ █ ███ █▄ ▀▀▀▀▀███ ▄▄▄ ▄ ───────────
▄▄ ███ ▄ ███ █ ███▄▄▄▄▄▄▄▄ ▄▄▄▄▄███ ▄▄
▀▀▀ ███ ▀ ▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀▀▀▀

Roy/SAC presents

Scene Pixel Art Logos Collection V1.0


Packaged and Released on June 17, 2009


───────────────────────────────────────────────────────────────────
Release Notes:


Over 6200 Images for over 1500 Groups, BBS, Demos and more
from the Commodore 64, Amiga and PC Demo– and Warez Scenes
───────────────────────────────────────────────────────────────────
Installation:


Simply UnRAR the file "Logos Pixel Art Scene.rar"
It should automatically create 27 sub folders named
Logos 0–9, Logos A .... Logos Z


Below that are sub folders for each Group, Demo, BBS etc.
where you can find the logos that I collected for each of them
to this date. There are duplicates, where I am slowly but steady
working on eliminating, but I rather have a logo twice or more
than not having a logo at all. :)
───────────────────────────────────────────────────────────────────
Greeting:
Defacto2.net, Scene.org, Textfiles.com, Pouet.net
Demoscene.tv, GfxZone, Intro Inferno, C64.org, OSDM,
AMP, Edge, Sizteen Colors, Flashtro, Old–Skool.net,
Untergrund.net, Bitfellas, Exotica and everybody else who
works on preserving the rich history of the scene and makes
it accessible for future generations to enjoy.


Group Greetings:
Blocktronix (thanks for keeping the ANSI scene alive and kickin)
CPI (Oldskool forver!)
RoORS (nice DVD Release)
Andomeda Software Development (Your demos rock! Period!)


Personal Greetings to:
Madmax/CPI, Peace/Testaware, Smash/Fairlight, Shamen/Dytec,
DaLezy, Dipswitch, Mandibular Joint Dysfunction, RaD Man/ACiD,
Jason Scott/Textfiles.com, Ben Garrett/Defacto2, my blog readers,
Lord Scarlet/SixteenColors, Zerovision/Blocktronics and everybody
else I know and forgot to mention :)

───────────────────────────────────────────────────────────────────
Check out the intro in this release "LogosCollectionIntro.exe" :)


and don't forget visiting http://www.RoySAC.com
and to check out my blog at http://www.roysac.com/blog



Additional URLs you might want to check out

Over 300 demos, cracktros and other scene related videos
http://www.youtube.com/sacreleases


Scene Images of all sorts
http://www.flickr.com/photos/cumbrowski/collections/72157611288618058/
http://www.flickr.com/photos/cumbrowski/collections/72157612320706642/

My Mediafire.com file share related to the scene, tons of files to download!
http://www.mediafire.com/?sharekey=b570d9e07985879c7069484bded33bcd06b0971baa3373fa


My ASCII Art Academy to learn more about classic Text Art
http://www.roysac.com/learn/


Links to other useful resources online to learn more about the scene
http://www.roysac.com/roy_links.asp

Signing off!

Roy of Superior Art Creations, CPI, Dytec, Razor 1911, TRSI, TDU–Jam, PNS





The Release File_ID.diz





▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄ ▄ ▄▄▄ ▄ ▄▄▄ ▄
▀▀▀▀▀▀███ ▀▀▀▀▀▀▀▀███ █ ███ ▀ ███ ▄
███ ▄▄██▀ █ ███ █ ███ █▄ ▀▀▀▀▀███ ▄
███ ▄ ███ █ ███▄▄▄▄▄▄▄▄ ▄▄▄▄▄███
▀▀▀ ███ ▀ ▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀▀▀▀
Roy/SAC presents
Scene Pixel Art Logos Collection
───────────────────────────────────
Over 6200 Images for over 1500
Groups, BBS, Demos and more
from the Commodore 64, Amiga and PC
Demo– and Warez Scenes
───────────────────────────────────
Packaged on June 17, 2009
and don't forget visiting RoySAC.com




Update! Scene Fonts Collection Vol 1.0


I also released "Scene Fonts Collection Vol 1.0"


A collection of over 600 font sets from demos, intros, cracktros, demo makers and other sources from the Atari ST, Amiga and PC. The collection is 37 MB in size and can be downloaded from my MediaFire.com account as well.


Download and Spread roysac-scenefontscollectionvol1.zip



Cheers!
Carsten aka Roy/SAC

Labels: ,

The First Demo That I Saw in my Life

Atari-Commodore-RobotronThis post falls into the category "old personal history of mine". I thought that write once more about how I experienced things, especially because I grew up behind the Iron Curtain in the former communist part of Germany, the DDR or GDR (German Democratic Republic).

People always ask me how it was like, so here is a story that describes one aspect of it, a very specific one though. Not everybody will be able to relate to it, but if you know what computer demos and crack intros are and interested to hear more about it, stick around.

Computer Tales from the Former East Germany

Back in 1987, two years before the Wall fell in Berlin, when my dad was allowed to take the Commodore 128D computer (with monitor and 9 needles printer) home to be able to use it for work there, I thought that this was the happiest moment in my life.

I always wanted to have a computer since I got exposed to one for the first time in either 1985 or 1986 (That first computer wasn't a Commodore, it was actually an Atari 800 XL with Datasette tape without any turbo load hardware tweak). There was no Internet and also no tech support to call, because that support did not extend to the area of the former East German state at that time.

The only thing to go on was the user handbook that came with the computer. floppy5inch

My dad gave me one empty floppy disc (remember, the C128D had a floppy drive build-in) for me to use, which was a awful nice thing to do for him, considering that it was incredibly hard to buy those in the former GDR. The black market price for one 5 1/4 inch double density floppy disk ranged between the equivalent of $100-$200.

First on my mind were of course computer games. I was 13, so what else would you expect. Well, I didn't know anybody else who had a C128D or C128 computer or heard of anybody who got one and the C128/D computers were different from the Commodore 64. You did not get the familiar blue screen with light blue borders and font when you booted the machine up. at800xl

So there were at first only two pieces of software that I could use. 1) The "Starwriter" software that my father used for work and 2) the build in C128 BASIC interpreter to run C128 BASIC code (which I did not have yet).

A text processor is fascinating for about a day or two and then gets awful boring so I decided to see if I could do something more interesting with that build in BASIC compiler. Luckily for me, the user manual contained the list plus a brief description of the available basic commands. C128D_office

I thought to myself, If I don't have a game to run on the machine, then I will change that by writing my own. Well, it was a bit more complicated than I thought, but I made good progress to the point were I experimented with the advanced BASIC features such as Sprites and drawing functions.

In a stroke of luck, one of my class mates heard/read somewhere that the C128D is supposed to be 100% Commodore 64 compatible and that it could be switched to the C64 mode with the command "go64" (or was it "go c64"?!, something like that). I couldn't wait until school was over and my abilities to concentrate on what my teachers said was out the window that afternoon. c64 closeup

C64-StartScreen-Ani

 

 

 

 

Back home I tried it and it did not work. What? That cannot be, my C128D was not one without that compatibility I told myself and tried it once more, using different variations of the command with different spellings until the screen flashed and the familiar blue C64 screen appeared with the text "**** COMMODORE 64 BASIC ****, 64K RAM SYSTEM 38911 BASIC BYTES FREE, READY. followed by a blinking Cursor. Horay! Getting Software was now relatively easy. It only took a friend with a C64, his Datasette (nobody else who I knew had a floppy drive), cassettes with games and to figure out how to transfer a program from the cassette on to my floppy disk. c64_dattasette

The first 3 things were relatively easy to get, 4 was a small hurdle I guess, but I did it and cannot remember how it worked, so it might not have been such a big challenge after all.  I think I was not able to transfer all games that I wanted, but I could be wrong, because maybe I was able to copy it, but not able to play it. You have to know that the C128D from my dad's work did not come with a game joystick (dough). There was also no way for me to get one elsewhere. I did not have the financial resources to buy one for East German Money (which would have cost probably 100 or 1000 times my monthly allowance) and as every other East German citizen, I was short on West German money (Valuta) as well. So... NO Joystick.

I remember playing Pole Position, Amidar (or Omidar), Hero, Little Computer People, some ugly Pinball game where I forgot the name and some other games that I cannot remember. There was a Submarine (U-Boot) game that my dad loved to play, but I cannot remember its name to find something like it on the PC for him. No, it was not a simulation game like Silent Service. It was an arcade game. If you got an idea what it could have been, let me know. I'd appreciate it.

Anyhow, I remember that I was not able to play on this computer my all-time favorite 8 bit computer game, which is International Karate (the original), bummer, but nothing is perfect, right?!

The First Demo that I Recognized as What It Was

A friend left me for a few days the datasette and a bunch of cassettes that I could check out what I want to copy on to my floppy, which suddenly became very small and somewhat limiting.

Newlook-Shade-c64-scr I did copy a program called "Shade", which did not serve any apparent purpose, but looked good and had a fabulous sound unlike anything that I heard before on any computer. It got lost and it took me over 20 years to find out exactly what that program was (It took me only about 10 years to find out what the music was and who created it).

The program was the  Demo/Intro called "Shade" by the group "Newlook" for the Commodore 64 (C64) from 1987

It uses the song "Shades" by Chris Huelsbeck (download MP3 version) which won the open music contest by the German computer magazine/software publisher Markt & Technik in 1986 and launched his career of becoming, next to other musicians such as Rob Hubbard, Ben Daglish or Martin Galway, one of the most popular and successful musician on the Commodore 64 Home Computer.

He created the sound tracks for the games R-Type and The Great Giana Sisters, which are also in the Top 100 popular sound tracks on the Commodore 64 ever (Top 100 by http://www.hvsc.c64.org/)

This was the first "Demo" that I got exposed to and recognized as such. It was an independent piece of software, all by itself, like any game or software application that I (or my dad) had at that time. kc87

But compared to games or software applications does this program not serve any practical purpose or function other than to just look at it and enjoy it for what it is. The school of the company where my school sent its students to for the in East Germany mandatory "PA" (Produktive Arbeit), "ESP" (Einfuehrung in die Sozialistische Production) and "TZ" (Technisches Zeichnen) education (and also offered voluntary classes in Computer Sciences, where I got to learn the programming language BASIC for the East German home computers KC-85 1 and KC-87, which looked identical and I don't know what the difference was between them), got for themselves a Commodore 64 computer, which they only used in special occasions. At one of those occasions I brought a copy of this demo with me to show it to the teacher and to follow students, to demonstrate the capabilities of the machine, which was a difference like day and light, in graphics and sound, compared to the first versions of the East German KC computers. kc854

I just started English classes so could not translate the scroller text. The English abilities of the teacher were obviously also limited, because not a single eye-bow was raised during the presentation of the show.

Reading the scroller today makes me smile, when I look back to this moment and what could have been the consequences, if the teacher would have been able to understand the text. :)

The good times were unfortunately much too short in my opinion. It only lasted for a few months when my dad had to take the computer back again to the office. Gosh, what I would have given for not loosing it... a leg, probably. I didn't need a leg to use the computer. Makes sense, right?! Aehm... well, maybe not and sacrificing a leg of mine would also not have helped to get the computer back :(.

The First Cracktro that I Recognized at Was It Was

I don't remember any Cracktros from the Atari 800 and would not bet any money on the question if there were any at that time (1985-1989). In 1987 Commodores popped up everywhere. The Atari 800 was a loner in my world in the years before and the only home computer that I heard of and knew.

I frequently was at home at Another friend who owned a Commodore 64 (do you see a pattern emerging here? hehe) . Anyhow, he had a lot of games from the start where I never found out from where he got them himself. Games were not sold in East Germany, nor any other piece of software for any computer from a capitalist country. Every software, with the exception of any software that might have come with the computer hardware package itself, was a pirated copy and there was nothing anybody could have done about it.

It was at his place during a normal computer gaming session, when I suddenly recognized my first crack intro by a pirate group as what it actually was, a program that did not came from the authors of the game itself, but somebody else who did something to the game that it was possible to do with it was every East German did without having a choice, making a copy of it for somebody else to use on his computer.

esi-intro-c64-scr I don't know why I did not recognized them before, yeah, never having seen an original in my life ever, makes this task more complicated than you might think.

Also that there was rarely text at first then often in English, which I was just starting to learn made this recognition more complicated.

Anyhow. I have seen that crack intro already a hundred times or more before, but assumed it to be a part of the actual game. Which one was it? Okay, here it is...

It was the Crack Intro titled "Mini Putt" (Cracktro) by the release group Eagle Soft Incorporated (ESI) for the Commodore 64 (C64) from September 1987.

Credits for this intro marvel as far as I know them:

Code: don't know yet
Eagle Image by: Scorpio (Carol) of Eagle Soft
Music (two songs were used interchangeably)

  1. Song "Future Knight" by Ben Daglish (download MP3 version)
  2. Song "R1D1" by Antony Crowther (download MP3 version)

Video captures of the intro for download

You can download the Demo by Newlook and the ESI Cracktro for the Commodore 64 (D64 and PRG format), the original C64 tunes by Chris Huelsbeck, Ben Daglish and Antony Crowther in SID format and converted to MP3, plus some images, in one convenient ZIP archive (only 17.8 MB) from my Mediafire.com file sharing account here.

Download C64 Disks, Executables, SID Music files and MP3 version of them, of the demo and intro that I talked about in one ZIP archive: C64-CCU-ESIIntro-HuelsbeckShades-D64s-SIDs-MP3s.zip

I hope that you enjoyed my not so short story :)

Cheers!

Carsten aka Roy/SAC

Labels: , , , ,

Dynamic Technologies - Dytec - Introduction Continued

Almost exactly one year ago I did publish a post where I introduced 26 cracktros for the Commodore 64, 7 Cracktros for the PC and 4 Cracktros for the Commodore Amiga by one of my former release groups that is dear to my heard, Dynamic Technologies aka Dytec or simply DTC.

I also created a remix video where I used the majority of Dytec logos that I had and many of the crack intro videos to show off some artistic high-lights of the group.

     ____  _____________ ______ ______   
/ \/ / /_ __// ___// ___/\
/ / /\ _/ / /\_/ _/__/ /___\/
/_____/ /__/\\/__/ //_____//_____/\
\_____\/\__\/ \__\/ \_____\\_____\/
C R A C K E D:

One thing that I noticed was that the few (4) intros that I had for the Commodore Amiga for Dytec, were pretty much all ugly and almost embarrassing.

I was almost certain that there must have been more, since I do recall that we used logos for Dytec that were created on an Amiga for our Dytec PC cracktros.

I always thought that those logos were used first in Amiga productions and were not created for the PC specifically (just like Dream Design did while he was in my art group SAC (Superior Art Creations) and also in Remedy Amiga (and "U.D.O." hehe), still using his Amiga 500 as his main computer and only getting a PC much later).

However, I could not find any of those, when I looked for them last year. I temporary gave up hope, until recently, when I stumbled across new Dytec Amiga releases, which I have not seen before. They also look pretty good actually, nothing I would have to be ashamed of in any way.


Well, I captured recordings for those and would like to expand on my original introduction and list of Dytec releases to provide a much more complete picture of the group.


Dytec-ThePitt-BBSTro1992-2071 The PIT BBStro (1992)

Credits
Code: Direct
Font: Viper
Music: Pitty

Watch on YouTube - Download AVI Video

Dytec-DungeonsAvalon2-10190 Cracktro for Dungeons Avalon 2 (1992)

Credits
Code: Direct
Music: Pitty
Font: Viper

Watch on YouTube - Download AVI Video
Dytec Amiga Trainer & Intro-2063 Trainer/Intro (1992)

Credits
Code: Grain
Gfx : Orion, Fuzzi, Bart, Amblin
Music: Pitty

Watch on YouTube - Download AVI Video
Dytec-Lemmtro-Amiga1992-2068 Lemmtro  (1992)

Credits
Code: Acromancer
Graphics: Magnum
Music: Pitty

Watch on YouTube - Download AVI Video

Skid Row & Dytec Ami Expo Invtro-9346 Ami Expo Invtro (1992)
together with Skid Row

Credits
Code: Paso/Dytec
Gfx: Crux/Dytec & Viper/Dytec
Music: Vince/Dytec

Watch on YouTube - Download AVI Video
Dytec - Bintro in Blue for Amiga-2062 "Bintro in Blue" (1992)

Credits
Code: Hosot
Graphics: Tridi
Music: Vince

Watch on YouTube - Download AVI Video
Dytec_PerfectGeneral_German-12150 Cracktro for Perfect General (1992)

Credits
Code: Paso
Music: Paso
Graphics: Viper

Watch on YouTube - Download AVI Video
Dynamic Technologies (Dytec) Amiga Dentro-9110c Dynamic Technologies Dentro (1992)

Credits
Code: Tuner
Graphics: Crux & Magnum
Music: Pitty

Watch on YouTube - Download AVI Video
Dytec-UnreleasedIntro1992-2069 Unreleased Cracktro (1992)

Credits
Code: Blade
Graphics: Orion
Music: R2D2

Watch on YouTube - Download AVI Video

Why "unreleased", since it was obviously made public? Well, it was never used for its original purpose ... as cracktro/crack intro for the group, which runs before a computer game that was cracked and then released within the warez scene by Dytec.

Not bad, eh?! Not bad indeed.


An All-Time Dytec Member List?!


While I was looking for the new Amiga productions and where I could download them, I started just for the fun of it, compiling something like a Dytec all-time member list. I did not take it as serious by far as the SAC All-Time Member List, where I spent a significant amount of time researching (and it is still not complete). What I want to say is that my list makes no claim to be complete nor 100% accurate. However, I think that it is better and more than anything that might be already out there. So here it is.. just for the fun of it.


Handle                  Function            Notes          Platform (A=Amiga, C=C64, P=PC)
------------------------------------------------------------------------------------------
Acromancer coder A
Amblin graphics A
Bacchus sysop P
Beaker swapper A
Blade cracker A
Brainbox P
Brockhaus P
Christo sysop/courier P
Crux graphics A
Datacrime P
Deathwalker sysop P
Direct coder A
Don supplier A P
Dr.Crime sysop of whq died in 2000 A
Dragnet sysop P
Elvin sysop P
Faithhealer P
FanFan sysop P
Fatman leader/swapper C A P
FCC cracker P
Fuzzi graphics A
Grain coder A
Grizzly P
Hetero coder/graphics P
Hosot coder A
Iceman P
Jan courier P
Jive coder A
Johnny Cyperpunk cracker P
LBM (Little Big Man) coder/cracker C
Madmax P
Magnum graphics A
Mainman P
Maverick sysop/courier/supplier P
Oliver Stoned P
Onyx cracker P
Orion graphics A
Palladin sysop P
Paso coder/music A
Pitty music A
Proton coder/cracker C
R2-D2 cracker/music A
Ramirez P
Roach courier P
Roy leader/sysop/graphics P
Shanon swapper A P
Sharp P
Slash sysop P
Spoon music P
The Clan P
The Outlaws courier P
Tic coder/cracker P
Tridi grapics A
Tuner coder A
Turner P
Twin! coder/cracker P
VFast P
Vince music A
Viper graphics A
Wine P
Xerxes courier P


And while it is so nice to gather up all this kind of information and publish them here, I'd decided to throw in another goodie as a bonus (or something like that hehe).


A Brief Dynamic Technologies History


... from my Point of View, as I remember it!

1990Dytec is founded by Fatman in East Berlin on the Commodore 64
1992   Amiga Section was started
1993Dytec PC Section Started, then merged into TRSI/DRG, which then became TRSI/Faith
1995 TRSI PC dissolves; several TRSI members join Genesis (formerly known as Pentagram). Assault becomes the Utility/Apps division of GNS, Dytec re-emerges as German games division; TDU-Jam is the English CD-Rip division (a German Games CD-Rip division also emerged, but I forgot the name of it). Genesis dies out naturally, since less and less games are being released on floppy disks anymore. Long distance calling across the Atlantic becomes a bigger issue, at the same time ISDN starts to dominate communication at least in Germany.

All this causes a natural separation of the TDU-Jam and Dytec divisions, which eventually operate virtually entirely independent from each other. The friendship remained, but you could not speak of "one and unified" entity or group anymore.
1996TRSI got revived, which is also rooted in Germany. Dytec became for a brief period of time what DRG and then Faith used to be, the German games release division of TRSI. (PC TRSI/DTC (Feb)) This period was only very short lived though and Dytec was once more on its own.
1997Dytec PC Merge with Vortex and Empire of Darkness to form the new Group Dynasty. The Background Story:

Dupes became a major issue, due to the high phone costs that caused the shift of when most trading across boards in Germany occurred to the ungodly hours between 2:00 am and 5:00 am, when phone fees were at its lowest. The major players in the German games release scenes were shattered all over Germany, with Dytec in Berlin, Vortex in the Ruhr area around Essen; Backlash around Hannover and Empire of Darkness in the southern part of Germany.

That two or more groups released the same game during the day or evening was not realized before 2:00 am when the cross country trading started.

The leader of Vortex, Menion Leah contacted me to discuss the issue. We talked about each groups strengths and weaknesses. Vortex had slightly faster suppliers, but no good crackers. Dytec had some of the best in whole Germany. We teamed up for some trials, where Vortex supplied an original for Dytec to release and Dytec cracked a game for Vortex to release. Those tests worked very well and talks about a possible merger started.

Then we thought about an even larger merger. Menion and Vortex had good contact with EOD, to whom Dytec had no contact at all. However, Dytec, specifically me and a long time board and sysop of a Dytec HQ had very good contact to Backlash.

My Board was a Backlash site, even while it was Dytec PC WHQ and I knew several of the BLH guys personally and even partied with them (hard). A mega-merger was on the horizon: Backlash-Dytec-EOD-Vortex, but Backlash backed out, because they refused to merge together with the EOD folks for several reasons.

The decision was made to move ahead with the merger, even with Backlash dropped out of it. Dynasty was born. The leaders of each founding group became the senior staff of the new found Dynasty.
The WHQ problem was solved intelligently by not making any board to the WHQ, but the three former WHQ's of the individual groups to HQ's and former HQ's to basic Distro. Sites.

Backlash was the only serious competition for Dynasty. The relationship between the two rivals were mixed.
While my BBS remained a Backlash site and I continued to consider several of the Backlash senior staff to be my friends, some ugly flaming occurred, especially between Backlash and former members of EOD on the Dynasty side.  Dytec Amiga and C64 continued to exist.
1999

Dytec PC re-emerged (separated from Dynasty), initiated by The Driver & Shanon.

I was retired from the Warez-Scene (I was busted in 1998), but disapproved of this separation/re-launch, but the original founder and highest instance in this matter, Fatman, who was by then also retired, gave his blessings.

This revival attempt was short lived though. Why, I don't know, because I was leaving Germany at that time and moved first to Switzerland (in 1999) and then to the United States in May 2000.


Did I miss something important? Do you disagree with something that I said about how the events unfolded from my own personal perspective? I am human und thus biased and controlled by emotions. The human mind likes to play tricks on you when it comes to long term memories and remembering specifics from events that lie many years in the past. I did not do a gigantic amount of background checking and research, but I also did not just write everything straight out of my head as and how it came back to my mind. This said, feel free to leave your comments at the end of this blog post below. I won't bite :).


Cheers!


Carsten aka Roy/SAC (ex-Dytec)


p.s. While I did a little bit of facts checking, I re-discovered my old email signature that I seemed to have used all the time throughout the years 1998-1999 at least. Here it is :)



 
     Roy / Superior Art Creations                        .  . ..: ... 
Email: NOT VALID AT THE MOMENT . . .:::::.. .
WWW : http://www.roysac.com/ .o$$$$$$$$$o. .:::::::::::.
. .o$ `$$$ " `"::´ " .o$
SAC Contacts . . $$$ o$P´.o$$$o..o$ $$$
WWW: http://www.superiorartcreations.com/ : $$$o$o."$$ `$$$$$$ $$$
IRC: #SAC (EFNet) .: $$$" $$$$$. $$$$$$. $$$
FTP: N/A ` $$$ $$$`4$$$P´`4$$P"$$"
--------------------------------------------- $$$ $$$ ---------- $$$ -
- --- ------------- ------------ --------- - $$$ $P´ .::´ .o$" $$$
$P´ . :´ . $$$ .$$$
. `4$$$$P´

Labels: , , ,

The SAC – Superior Art Creations All-Time Member List Project Update

scr-sac.NFO I am trying for a while now to create an all time Superior Art Creations member list. This is unfortunately no easy task, because the information in the SAC.NFO files of the SAC Pack releases were not always as well maintained as they should have been. I don’t want to point and blame anybody, but its is pretty tough to get a clear picture of who is who and who was in when as what, with the amount of information that can be extracted from the releases of the group itself.

Here is what I came up with so for. The stuff that is high lighted with an orange background is where I would be happy, if anybody has an answer to my question or the missing information, whatever the case might be.

Also, the whole last section with “Non-Contributing Temp Members” is open for input. Listed there are names that were mentioned that they are members of SAC, but I could not find any contribution of those guys in any of the SAC art packs. Maybe they did something under the name of SAC, but nothing that found its way into an art pack. If that is the case, then I want of course give the credits where credits are due and remove that person from the “non-contributing” section.

asx-s30

If you know any of the folks where questions are still in the room or if you have any tip how or where I could find out more about them etc. Please let me know. The comments section of this blog post would do just fine.

I’d appreciate it. Thanks.

# Handles / Aliases File Prefix(es) Country PPE PRG VGA MFX ANS ASC ADM Notes/Comments
Contributing Members (Included in Art Packs)                
1 2Fast 2F
Germany           X    
2 Acen AC
Germany       X        
3 Allanon ALN
Sweden           X    
4 Antibody ANTI / AB Denmark     X   X X    
5 Argon Factor AR Germany       X        
6 Arlequin ARL / AR Argentina         X X    
7 Asphyx ASX
France     X   X X    
8 Axess AXS
Germany     X X        
9 Barium B5
n/a     X   X X    
10 Bazilla BAZ
Germany     X          
11 Brane BNE
Sweden           X    
12 Cokine COK
Sweden     X          
13 Comrade COM
Canada   X            
14 Creator CRE
Australia     X          
15 Creature of Hell COH / CH USA     X X X      
16 Crome CROME / CRM Germany       X        
17 cRu / Maverick CRU
Germany         X X    
18 Crusader CDR
Sweden           X    
19 D0n DN
n/a           X    
20 DAC DAC
Germany       X        
21 Dalezy / The Unconsciousness / Animal DLZ / TU / AN Germany       X        
22 Dark Star / Puschel DS / PL Germany     X   X X    
23 Davek DKNY
USA         X X    
24 Desolation Angel DA
USA     X          
25 Dipswitch DIP
Germany           X    
26 Don Rapello DON
Finland           X    
27 Dream Design DD
Germany   X X   X      
28 DW0 DW0
n/a         X     What's the full name?
29 Eboy EB
Finland     X   X X    
30 Edge ED
USA     X          
31 Ex0 EX0
Australia         X X    
32 F0st FST / FS France     X     X    
33 Ferrex FRX / FX Germany   X X   X X    
34 Flames FLAMES
Germany     X     X    
35 Fourth 4TH
n/a           X    
36 Geareo MYD
n/a           X    
37 Giovanni GIO
Germany       X        
38 Grap GP
Germany   X            
39 GrymmJack GJ
USA           X    
40 GTI GTI
Canada     X   X X    
41 Helix HLX
USA           X    
42 Hetero HT
Germany   X X   X X    
43 HKultra HKU
n/a     X          
44 IxLover Buddha IX
n/a     X     X    
45 [K] K Germany   X X          
46 Kaethe KT
Germany         X X    
47 Kenet K
France     X          
48 KMX KMX
Poland   X           What does KMX stand for?
49 Maktone MT / M1 Sweden       X        
50 Markgoh MG
Canada           X    
51 Marky MY / M Germany     X     X    
52 Matador MTD
Russia   X       X    
53 Mattey MATTEY
n/a     X          
54 McBarn MB
Sweden       X        
55 Midfit MF
Germany   X            
56 Moolok MOO
Germany     X   X      
57 Mr.Death MRDEATH / MRD Sweden       X        
58 Mr.Jezus MRJEZUS
Finland     X          
59 Mydknight MID
Canada           X    
60 Myth MYTH
Germany   X            
61 Neophyte NP
Germany   X            
62 Nerv NERV / NR France     X   X X    
63 Nova N Australia     X          
64 Pasha P
Germany     X     X    
65 PDZ PDZ
n/a           X   PDZ = Podzi?
66 Poldi PD
Germany     X   X X    
67 Quasar QS
Sweden           X    
68 Rainer RN
Germany       X        
69 Raiser RS
Germany         X X    
70 Rave RV
Germany     X   X X    
71 Rez REZ
Netherlands   X   X       Is Rez an abbreviation?
72 Roodolph ROO Poland           X    
73 Roy ROY
Germany/USA X X X   X X    
74 RZ RZ
n/a           X   RZ = Rahzel? Uses }8]a or }8] as sig in pics
75 S! S!
n/a           X   S! = Stylez or S! = Serges or somebody else?
76 Scour SCR
USA           X    
77 Senser SNS
France     X   X X    
78 Sergeon Cuts SERGEON
USA     X          
79 Stonehedge SH
Germany       X        
80 Shaq SQ Russia           X    
81 Shot ST
Germany         X      
82 Silent SiL
n/a     X          
83 sOul SOUL
Germany       X        
84 Spectrum SPC
Germany   X            
85 Spoon SPN
Germany       X        
86 Sprocket SPROCKET
Norway     X          
87 Squizzy SQZ
Netherlands           X    
88 Strike Light SL
Canada         X X    
89 Svenzzon SVENZZON / SVEN / SV n/a       X   X    
90 Synec SY
Germany   X            
91 Techbit TB
Canada     X          
92 Teepak TPK
Germany     X   X X    
93 Toxic Trancer TOX
Germany
      X        
94 v0uck VK
n/a           X    
95 W.O.T.W. WOTW
Germany       X        
96 Webpige0 W0
n/a     X   X X    
SAC PPE Coders (Had no file prefix)                
97 Cyz   Germany X              
98 Monster   Germany X              
99 Fox   Germany X              
100 Cyber Brain   Germany X              
Administrative Members                    
Internet Coordinators, except for Idiana who did Group Management and Organization
101 Hoziris   Israel             X  
102 Cercyon   Germany             X  
103 Corex   Germany             X  
104 Idiana   Germany             X  
Guest Contributors                    
Included in one or more SAC Pack releases, but never had status of SAC member
n/a Z80 Z80 Germany   1            
Non Contributing Temp Members                
This list may includes members where I could not match them up confidentially with a file prefix from the pack.
It could also be that one person is listed with multiple nick names or real name.
If you know of any contributions to the group and it to the comments please.
  Ripper   Germany                
  Prosthesis   Finland                
  Paledeth   Sweden                
  White Zombie TWZ Denmark                
  Darkheart   Sweden                
  Felix   Germany                
  Timelord   Italy                
  Necrotoad   Canada                
  Nitrifik   Sweden                
  Spinsane SP n/a                
  Xeek XK n/a                
  PODZI   n/a               Podzi = PDZ
  Stylez   Germany               Styles = S!?
  Serges   n/a               Serges = S!?
  Sick Doctor   n/a               Serges = Sick Doctor?
  Rahzel   n/a               Rahzel = RZ?
  Shady   Germany               Shady = S!?

Explanation of Columns
PPE = PCBoard BBS Tools Programmer (using PPL-PCBoard Programming Language, which are compiled to PPE’s)
PRG = Programmer/Coder of Intros, tools etc. such as the SACtros for SAC artpack releases.
VGA = Pixel Art Graphician and later also hi-res art via Photoshop etc.
MFX = Musician, mainly old-school tracker MOD modules (or FastTracker, ScreamTracker etc.)
ANS = ANSI text artist (like the image below)
ASC = ASCII text artist, 7-Bit and/or “high ASCII” (Block ASCII)
ADM = Administrative work, Internet Coordinator, Bot-Master (IRC) and those sorts of things)w0-sacns.ANS

I am feeling that we come slowly but surely closer to the goal of having a complete and correct all-time Superior Art Creations member list that I can post on the SAC section of the site as I promised to do so already two or some more years ago.

Cheers!

Carsten aka Roy/SAC

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Matching Nude ASCII Art Pieces with Playboy Centerfolds

I posted earlier this month the article ASCII Art Nudes versus Original Playboy Centerfolds where I show for several ASCII Nude pictures of my ASCII Nudes collection the original photograph that was used by the text artist.

I updated the original article, which showed the originals for 29 40 ASCII pieces, and added one more match that I found afterwards. Since then I even found two more matches, which I did not add to the article yet.

The obvious matches are taking care of and also the ones where the file name or content of the ASCII itself had useful and correct hints about the original photograph. I were also able to match a number of ASCII's to photographs where the ASCII had completely incorrect information, such as the wrong name of the girl.

Now it's tougher to find corresponding photographs and I could use some help with it. It is not such a bad job actually. You get to watch a lot of beautiful girls naked hehe.

I also ran into cases where I am not 100% sure, if I matched the ASCII with the right photograph. Like this one.

kelly kelly-Playmate_1960_08-portfolio-PM-A1-07-lrg

The arm position is right, the pose is the same. The breast size is about the same and the hair resembles also the photograph. I am pretty sure that I found the right photograph, but a second opinion would increase my confidence even more.

If you want to help matching ASCII pictures to Playboy photographs, then you will need in addition to the ASCII pictures from my gallery, also the Playboy Magazine photographs from all issues, right?

Guess what, I happen to have a collection of those :). I zipped the photographs up into one file for each decade of Magazine publications.

Playboy Magazine Centerfolds Photographs (Complete) and additional Photographs from the Mag:

Here is also a zip file with the collection of my work files. It includes PNG versions of all the ASCII art pictures and the already matched photographs. I also sorted the pictures where I did not find a match yet by the pose of the girl in the picture. I found out that this helps with finding a matching photograph. Poses like kneeling, sitting, lying and standing and "standing" broken down even further into "front", "behind", "left side" and "right side".

ASCII Nudes work Images
Zipped 38 MB* http://www.mediafire.com/?he22vyjndtj (Updated 04/2009)

*The 38 MB Zip file contains the photographs of the already matched pictures, the side by side pictures from my blog post, the original ASCII art pieces in text and PNG format, thumbnails and notes that might help with uncovering more original source photographs that were used by the text artists.

If you find matches, please post them in the comments section of this post. Post the PNG image file name of the ASCII picture and the image file name of the photograph that you believe to be the original.

Update: Including the picture above, I now have matched 40 ASCII art pieces and updated my original blog post with those matches. I matched "Anna", "Ingrid", "Kelly", "Susan", "nude330", "nude342", "nude353", "nude357", "nude1312" and "nude1317". I noticed that some of the originals used are not the Centerfolds itself, but other photographs from within the magazine as well (I am not surprised, but thought that I will mention it). My image collections contain some of those other images but by far not all of them. Also not included are the pictorials, which were also used for some of the ASCII art pieces.

Promo Video for ASCII Nude Collection

I also created a short promotional video for my ASCII Nudes collection and for my article about the match-up with Playboy Centerfolds. YouTube and MySpace made already a fuss out of it, because the video shows some nipples. It's not pornography for Christ's sake and the YouTube account warning for violation of their community guidelines was a bit too strong of a response for my taste.

 YouTube_CommunityGuidelinesViolation_ASCIINudesVideo_20090326_ScrShot-Notification

So I created a censored version for YouTube and MySpace where all nipples are covered, even the ASCII nipples.

That makes the stuff look even more funny than I wanted. You can see for yourself what I mean by that.

I put the uncensored version up on Vimeo.com, which I used to embed the video into this blog post as well. You can download the uncensored natural version of this video in 720x480 pixels resolution and .AVI format (XVID) at Mediafire.com as always. Backup link to video on Vimeo.com. Enjoy!

Cheers!

Carsten aka Roy/SAC

Labels: , , ,

ASCII Art Nudes versus Original Playboy Centerfolds

I put up last year a collection of 100 ASCII Art pictures that have nude girls as motive. Most of them originate from the pre-computer/ASCII art era, when teletype and its text art, RTTY art (pronounced "ritty"), where predominant and popular among hobby ham radio operators. Some of them are even older than that and might even date back to the time of keyboard art.

After I watched once more the video of RaD Man/ACiD and his presentation at the Assembly 2004 demo party in Helsinki, Finland about the history of text  art where he showed an example of nude teletype text art and then the original centerfold photograph from Playboy Magazine, I started doing some digging myself.

As of today, I was able to find the original photograph for 29 30 40 of the 100 ASCII nude images from my collection. I wanted to integrate them somehow into that page, but could not figure out a good way to do it yet.


To avoid holding things back forever, I decided now to write a blog post about it and show my findings that way.

I will show the original photographs of the old Playboy Magazine Issues next to the Image of the ASCII art version of it. I converted the original text images to PNG, because it makes it easier for this purpose. You can still find the originals in my collection to verify that those pictures really originate from text and are not some kind of Photoshop trick or something like that. I also flipped some of the ASCII images, if the centerfold was in landscape format instead of the usual "letter" style format.

I also was concerned about copyright issues that this might cause with Playboy Magazine, but old school RTTY (teletype) enthusiast and collector of teletype text art, John Sheetz (K2AGI), mentioned in an interview for the BBS Documentary with Jason Scott Sadofsky that Playboy Magazine actually embraced this stuff and even published one of Don Royer's (WA6PIR) centerfold creations in text in one of their print issues.

I hope that Playboy still has this attitude today and will see this publication as free promotion and advertisement for their current print magazine.

I found out during my research that there are sometimes multiple ASCII art versions of the same photograph, which is pretty interesting, because it shows the different styles and quality of the text artists who created those ASCII images. Let's get started! Click the thumbnails to watch the larger versions of the images below.

The Link of the thumbnail version of the ASCII links to the PNG image version of the ASCII. I added links to the original ASCII text files below each ASCII thumbnail. I also added a link there to an image where it shows the photograph and the ASCII side by side (JPG). Please note that the “side by side” images are not proportional to the originals they are merely meant for illustration purposes.

The Centerfold Miss March 1964, Nancy Scott, for example was used for three ASCII images in my collection.

nude1315_1964-03_Nancy_Scott joan calgirl    nude1315_miss1964-03_Nancy_Scott

original ASCIIside by side

org ASCIIside-by-side

org ASCIIside-by-side

Miss May 1970, Jennifer Liano was used for two ASCII images. One of them used the wrong name for the girl and called it "Kathy" instead of "Jennifer".

nude365-7005 kathy   nude365-miss may1970

original ASCIIside by side

original ASCIIside by side

 

Miss January 1970, Jill Taylor

nude362-7001 nude362-miss beloil miss january1970 nude363-jill taylor-miss january1970

original ASCIIside by side

original ASCIIside by side

Miss February 1969, Lorrie Menconi

nude399-6902 nude399-miss-february1969   nude1319-miss-february1969

original ASCIIside by side

original ASCIIside by side

 

Miss October 1964 - Rosemarie Hillcrest

Noticed that the two ASCII images are a “mirror” of the photograph? This cannot be coincidence. I assume that there is another photograph that is virtually the same, but matching the pose in the ASCIIs. I had the same with the image of Marianne Gravatte. The used photograph was a mirror of the widely popular centerfold picture, but I was able to dig up the not so popular photograph. I hope that I will find the one for Rosemarie Hillcrest too. However, I decided to show them, even though it is not EXACTLY the source photograph, but it is coming close enough to it for all intents and purposes here :).

6410-Playmate_1964_10-RoseMarie_Hillcrest 6410-ingrid   6410-anna

original ASCIIside by side

original ASCIIside by side

 

Now the single match gallery for the cases where I only have one ASCII  matching one original photographs.

Miss January 1966, Judy Tyler
6601-nude1316-6601
6601-nude1316-another_playmate
original ASCIIside by side
Miss December 1966, Susan Bernard
6612-nude360-66126612-nude360-miss_nov1967
original ASCIIside by side
Miss November 1968, Paige Young
6811-nude304-6811
6811-nude304-paige
original ASCIIside by side
Miss December 1968, Cynthia Myers
6812-morgana-6812 6812-morgana
original ASCIIside by side
Miss October 1969, Jean Bell
6910-nude1320-6910 6910-nude1320-ms_black_is_beautyful_playmate_oct1969
original ASCIIside by side
Miss November 1969, Claudia Jennings
6911-nude361-6911 6911-nude361-muss_november_1969
original ASCIIside by side
Miss October 1970, Mary & Madeleine Collinson
7010-nude1321-7010 7010-nude1321-_the_7010-misses_october_1970
original ASCIIside by side
Miss October 1971, Claire Rambeau
7110-roxanne-7110 7110-roxanne
original ASCIIside by side
Miss March 1972, Ellen Michaels
7203-cloe-7203 7203-cloe
original ASCIIside by side
Miss January 1973, Miki Garcia
7301-nude306-7301 7301-Nude306-MissJanuary1973
original ASCIIside by side
Miss December 1973, Christine Maddox
7312-nude366-7312 7312-nude366-christine-miss_december1973
original ASCIIside by side
Miss April 1978, Pamela Jean Bryant
7804-nude388-7804 7804-nude388-pamela_bryant_miss_april_1978
original ASCIIside by side
Miss July 1978, Karen Morton
7807-nude303-7807 7807-Nude303-missjuly1978
original ASCIIside by side
Miss January 1980, Gig Gangel
8001-nude384_198001_Gig_Gangel_CF 8001-nude384-Gig_Gangel_Ms_January1980
original ASCIIside by side
Miss July 1980, Teri Peterson
8007-nude1313-8007 8007-nude1313-teri_peterson-ms_july1980
original ASCIIside by side
Miss August 1982, Cathy St. George
8208-nude394-8208 8208-nude394-miss_august1982
original ASCIIside by side
Miss July 1983, Ruth Guerri
8307-nude368--8307 8307-nude368-miss_july1983
original ASCIIside by side
Miss March 1984, Dona Speir
8403-nude372-8403 8403-nude372-dona-created_april1984
original ASCIIside by side
Miss April 1984, Lesa Ann Pedriana
8404-nude373-8404 8404-nude373-april-created_april1984
original ASCIIside by side
Miss June 1984, Tricia Lange
8406-nude374-8406 8406-nude374-miss_june1984
original ASCIIside by side
Miss March 1971, Cynthia Hall
Playmate_1971_03_Cynthia_Hall_CF MissMarch1971_WA6PIR
original ASCIIside by side
Miss August 1960 - Elaine Paul
 
6008-Org kelly
original ASCIIside by side
Miss October 1960 - Kathy Douglas
nude1317-ms october1967-Kathy Douglas-Miss Oct1960-28879_196010_122_136lo nude1317-ms october1967
original ASCIIside by side
Morganna Roberts - The Kissing Bandit
nude330-morganna the kissing bandit-3a82 - Morganna Roberts nude330-morgana the kissing bandit
original ASCIIside by side
Miss July 1972 Carol O'Neal
7207-Playmate_1972_07-Carol_O''Neal 7207-susan
original ASCIIside by side
Miss "Ape Girl" - Victoria Principal - 09/1973
nude342-ms victoria principal-ape girl-playboy sep1973-large-41869_210_123_248lo nude342-ms victoria principal-ape girl-playboy sep1973
original ASCIIside by side
Miss December 1976 - Karen Hafter
nude353-miss karen hafter-dec1978playmate-32540_jc-PB-197612-033_KarenHafter_123_237lo nude353-miss karen hafter-dec1978playmate
original ASCIIside by side
Miss January 1974 - Nancy Cameron
nude357-heads or tails-miss jan1974-50918_197401b_Nancy_Cameron_CF_AltSize_122_48lo nude357-heads or tails-miss jan1974
original ASCIIside by side
Miss June 1983 - Marianne Gravatte
nude1312-marianne gravatte-playmate of the year1983-88472_1983-06_Marianne_Gravatte_7145_123_557lo nude1312-marianne gravatte-playmate of the year1983
original ASCIIside by side

That's it and all that I got so far. I try to find more matches, but it's not that easy. The names and notes of the ASCII images is not always very detailed and some times even wrong. In some cases is the original also not the Playboy centerfold, but something else.

YOUR HELP IS NEEDED! There are still plenty of ASCII art pieces in my gallery that need to be matched to their reference photograph (Playboy Magazine Centerfolds, Pictorials and other Photo Sources). I wrote another blog post about this project, where I also provide some more information and several downloads that help with finding the original photos for the remaining ASCII art images. See details here. Hey, looking at beautiful nude girls is not a bad job at all :)

I hope that you liked my discoveries. Let me know in the comments below.

Cheers!

Carsten aka Roy/SAC

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How to Package a Scene Release?

Scene releases, particular the pirate or warez scene, publishes their releases in a certain way, which is done pretty much consistent and is done so for many years.

Back to ASCII Art Academy

File Format

The final release format is ZIP. This became the de-facto standard sometimes during the early 1990s. Back then programs were usually not that large and provided via floppy disks. Each floppy disk was usually compressed into one PkZip archive. If the program used multiple floppy disks, then the ZIP file names were numbered.

With the arrival of CD-ROM, release sizes increased. Also, a CD-ROM does not fit on a floppy disk and often the individual files on the CD-ROM were also too large to fit on a single floppy disk. ZIP did not offer the capability to break up archives into multiple files, with each file having a pre-set size to make sure that it fits on to the archive medium that you wanted to use (1.44 MB floppy disks for the most part).

To solve this problem, release groups utilized other packers like ARJ, RAR and later also ACE that were capable of splitting and then packed the individual ARJ/RAR/ACE archive files once more with ZIP.

Full CD-ROMS (ISO images) were not released at first, due to limitations in available bandwidth and HD sizes, but even the CD-RIP releases grew more and more in size over time. When a release had 10 disks, X was often used for the 10th disk to save precious characters in the file name, but it wasn't for long that number of disks for releases would be way bigger than 10 disks. 30, 40 and 50+ disks for a single release became more and more the norm than being the exception.

While release sizes grew, also the 3.5" floppy disks started to become more and more of a novelty and release groups talked with each other and agreed to allow the use of 2.88 MB size volumes for each "disk" or file of the release.

It was not for long that 2.88 MB would also not cut it anymore and the limitation of volume or file size was abolished entirely. Releases today are still split into volumes of different sizes (usually between 5 and 100 MB), but for other, practical, reasons. If for example the release would be 1 GB in size and be released as one file and you or the server where you are downloading the release from do not support "resume" in case the transfer gets interrupted, then you would probably get very mad, if the download of that 1 GB file breaks up after 990 MB, especially if you did this on dial-up or slow DSL, where it takes many hours or days to download that much data.

You would have to start the download all over again, even though only 10 MB are missing. There are also still a number of different storage media available and used that might have a smaller capacity than the full size of a release.

The practical reasons diminish more and more, but release group will probably continue splitting up releases into multiple files. This would be more out of tradition than anything else, but hey, if you have a major release, then you don't want to put it out there in one file only. Single file releases are usually only used for cracks/keygens only, trainers, patches, product updates, dox/manuals and small applications/tools. A release spanning multiple files usually indicates a full release of some sort.

File Names

Also in the early 1990s it became practice that the release filename starts with a file prefix to identify the release group that published the release. Old MS DOS file name restrictions caused the prefix used by groups to be no more than the first 2, 3 to max. 4 characters of the file name. If you had a release that spans multiple disks, with the DOS limit of 8 characters for the file name, only 3-5 characters remained to somewhat identify the name of the actual release itself. 

Some example of file name prefixes used by release groups:

cls = Class
gns = Genesis
pdx = Paradox
rzr = Razor 1911
tdu = TDU Jam
trsi = Tristar & Red Sector Inc.
x- = X-Force

NFO and File_ID.DIZ

The ZIP release file (and not the archive inside the ZIP) usually also contains two small text files. I won't say much  about the purpose of the file FILE_ID.DIZ. If you do not know what it is and what it was/is used for, see this older blog post of mine to learn more about it.

The NFO file name in the archive is usually called like the name of the group and in rare cases like the ZIP release file, with the file extension .NFO to indicate that it is an NFO file. NFO stands for Info or Information. MS Dos file name restrictions limited the length of a file extension to max. 3 characters length.

At the top of the NFO file is usually a logo with the name of the release group using ASCII art. The logo is usually made up of "block ASCII" characters in MS DOS, which some editors and text file viewers under MS Windows and other operating systems cannot display properly my default. The users only sees some garbage characters instead and unable to make out what those characters try to represent. For how to look at NFO files under Windows, see my article about the underground text art styles.

The NFO file contains information about the release itself, instructions for how to install it, information about the use and purpose of the software/application/program (something were release groups typically do a poor job or not include anything at all), latest news about the release group, greetings to other groups and people in the scene, a member list that shows who is currently part of the group and who is not and a  list of "sites" or "boards", in the pre-Internet past Bulletin Board Systems (BBS) and then FTP Servers on the Internet. Contact information might or might not be included in the NFO file as well, such as Email, a web address or an Internet Relay Chat (IRC) channel where members of the group can be found.

Cracktros, Installers, KeyGens and Cracks

In many cases are those the only files in the release, but depending on the release itself and the group that released it, other files might be included as well. Software Key Generators (KeyGens) and Cracks.

KeyGens

KeyGens are simple programs to generate valid software registration information that you enter within the software itself to unlock any limitation that the unregistered version of the tool has. Those information are typically provided to users who actually paid for a license of the software. KeyGens provide the same, but without paying anything.

Cracks

Cracks are either a program that modifies the installed program to remove any copy protection, or modified files of the original software that the user has to replace after installing the original program on his machine (with the protection still being intact).

Installers

Installers were especially popular during the time when stripped down versions of CD-ROM releases were published by release groups. Those CD-RIPS did not include any original install or setup program that was part of the original software release. Also, archive tools like RAR, ARJ and ACE are not part of the operating system and many users do not have it installed on their computers. To this day, many users do not know and never heard about WinRAR or WinACE, let alone installed it on their system.

The Installer is a tool written by the release group to extract the split archives to the program files folder and might also adds any registry entries required by the software to run, if it was needed.

The installer interface never uses the standard Windows Installer SDK that you are used to from installing "normal" software. The scene installers are completely custom build, often using a flashy and colorful designed user interface with a logo of the group and more noticeable with background music, which can be surprising, if you never used a scene installer before.

Cracktros

Cracktro stands for Crack-Intro, the introduction for a cracked piece of software. A Cracktro does not serve any practical purpose that is required in order to distribute, install and use the release by the warez release group.

The sole purpose of a Cracktro is to showcase the release group itself. You can find a large number of video captures of crack intros at my YouTube channel "SACReleases".

The only reference to the release in a Cracktro is one or two lines of some sort of text within the Cracktro with the name and maybe credits for the supplier, cracker and/or packager. In some cases the Cracktro is used to transmit special messages and information to other people in the scene, but for the most part a cracktros purpose is purely promotional.

A cool Cracktro can be watched and enjoyed independently from the release itself. The Cracktro concept and idea dates back to the earliest widely used home computers like the Commodore 64, Atari 800 or Apple II.

Not surprisingly, cracktros evolved to larger productions, called demos, which spun off to become a huge scene by itself without having ties to the warez scene anymore. To learn more about the history of the demo scene, check out this article of mine.

Beyond All This

That's pretty much all that you can find in scene release files. Wait, there is more. It is more the exception today than it is the norm, but that used to be the other way around in the past.

Release ZIP archives can contain text files and executables (.EXE or .COM files) that are not related to the released software nor the release group itself. Those extra files in the ZIP are advertisements for Bulletin Board Systems, FTP Servers, Trading Groups or individuals that got in contact with the ZIP file before you downloaded it to your machine. BBS and FTP servers used to add to every file uploaded to them such an advertisement for themselves. By looking at those ads, you could tell, which board was among the best and fastest around, because if an ad for that board was in a release file when you downloaded it, then it meant that it passed through that other board before it got to where you downloaded it from.

Preparing a Scene Release

Preparing a scene release without any special tools or scripts is a pain in the neck. You first have to pack the to be released software itself with RAR (which is typically used today) and create multiple volumes, if the release is larger.

After that, you have to use WinZIP to pack each of the volumes ones more. You also have to include the NFO file and file_ID.diz in each of the ZIP archives as well.

If you have a release that spans more than a handful volumes, this job becomes somewhat tedious and time consuming, even if you are using the command line options of the packers and not their graphical interface.

Many release groups developed internally tools and scripts to prepare their releases. Depending on the sophistication of the group and the needs, release preparation tools can become quite a piece of software by itself, beyond just doing the final packaging of the release, including easy to perform updates of the content of the NFO and File_ID.DIZ files, text changes in the Cracktro and ability to recompile it with those changes included etc.

Well, I don't have any release preparation tools that I could or would give out to anybody, but I do have a script that does make the packaging at the end of the release preparation process very easy and automated.

Release Creation Script

Here is a MS DOS Batch Script called !ProcREL.bat. You can download the full script here (you have to rename the downloaded file from !ProcREL.bat.txt back to !ProcREL.bat) Script fixed and extended on March 13, 2009. See notes at the and of the post, after the code.

You require the tools WinZIP and WinRAR to be able to use this script. In the case of WinZIP do you require to have the separate command line version of the tool (WZZIP.EXE). In case of WinRAR, the command line version RAR.EXE is usually included in the general release version of the tool.

You have to make small changes to the script in any case. You can change some other settings there as well, if you like to, but that would not be necessary to make it work in general.

If you installed WinZIP and WinRAR to their typical default location on your C-Drive, changes to the lines 7 and 8 of the batch script won't be necessary. Line 9 however has to be changed in any case, unless your NFO file has the name NFOFILE.NFO, which I don't think to be the case. If you just provide the name of the file, make sure that the NFO file is located in the same directory where you execute the script itself. You could also provide the full path to the file and the file name, if you want to. Line 10 only needs to be changed, if you want to include a File_ID.DIZ file from a different location than the location where you run the batch script from.

The script only has to parameters which are both required. The first parameter is the base name of the file name for the release itself, without any extension. File numbers will be added by the script to the file name automatically. File numbers are always 2 characters, starting at 01 and supporting up to 99 files max.

The second parameter is the specification of the content that make up the release itself. This can be the name and path to an individual file or using the DOS Wildcards *, ? etc. to include multiple files. If your release contains sub folders that also have to be included, a change to line 27 of the script will be necessary.

Example:

!ProcREL.bat PRE-RELN C:\RELEASE\*.*


The script would create 98 MB RAR volumes with the Name PRE-RELNXX.RAR from all files in the folder C:\RELEASE, where XX stands for 01 to 99, then create a ZIP file PRE-RELNXX.ZIP for each RAR volume where it also includes the files FILE_ID.DIZ and the specified .NFO file  to each of the ZIP archives.


You have to add the switch "-r"  to the call of RAR.EXE to include sub-folders. Also, the current setting is to create volumes of 98 MB in size, which is pretty much the maximum used by release groups today. You can change that size in line 27 as well, just change the number for "-v98078k" to -vXXk where XX stands for the desired volume size in Kilobytes. If you forget the "k" at the end, the number will be interpreted as bytes instead, creating volumes that would be a bit too small I guess.


Here are the steps the script does perform:



  1. Calls RAR to create volumes from your input file or files.

  2. RAR automatically creates file with the name BASENAME.partXX.rar. I do not like the ".part"  in the name and prefer BASENAMEXX.RAR instead, where XX is a number between 01 and 99. So I rename all the files created by step 1. Note: The batch script is case sensitive. Make sure that the extension generated by RAR is ".rar" all lower-case. I then rename it to .RAR (all upper-case)

  3. Generate a list with all RAR files in the directory and create a ZIP file with the name BASENAMEXX.RAR.ZIP where the RAR archive is added to. Then I also add the NFO and FILE_ID.Diz to each of the new ZIP Files

  4. Rename the Files BASENAMEXX.RAR.ZIP to BASENAMEXX.ZIP

  5. Clean up (delete) temporary files that were created by the batch script.


   1:  @ECHO OFF
   2:  CLS
   3:   
   4:  REM =================================================
   5:  REM Please Change Name and Path for the Following Variables
   6:  REM =================================================
   7:  SET ZipExe=C:\PROGRA~1\WinZip\WZZIP.EXE
   8:  SET RARExe=C:\PROGRA~1\WinRAR\RAR.EXE
   9:  SET NFOFile=RoORS.NFO
  10:  SET FILEID=File_ID.DIZ
  11:   
  12:  REM =================================================
  13:   
  14:  IF NOT EXIST %NFOFile% goto NONFO
  15:  IF NOT EXIST %FILEID% goto NODIZ
  16:  IF "%1"=="" goto USAGEINFO
  17:  IF "%2"=="" goto USAGEINFO
  18:  set /a zipf=0
  19:  IF "%4"=="ABORT" (
  20:    FOR %%Z in (%1??.ZIP) DO (
  21:      GOTO ZIPSFOUND
  22:    )
  23:  ) ELSE (
  24:    Del /Q "%1??.zip"
  25:    Echo Delete "%1??.zip"
  26:  )
  27:   
  28:  Echo Delete "%1.part??.rar" (they should not be there though)
  29:  DEL /Q "%1.part??.rar"
  30:   
  31:  REM =================================================
  32:  REM use "rn" instead of "a" to move files into the archive
  33:  REM -v98078k creates volumes of a bit less than 100 MB 
  34:  REM to fit on a ZIP-100 disk
  35:  REM -m5 sets the compression level. 5 is maximum, 
  36:  REM you can also set it to 0,1 .. 4 which is faster
  37:   
  38:  Echo Create RAR Archives %1.partXX.RAR for Data Selection %2
  39:  %RARExe% a -v98078k -m5 "%1" "%2"
  40:   
  41:   
  42:  REM =================================================
  43:  Echo Rename %1.partXX.RAR to %1xx.RAR
  44:  set /a pos=0
  45:  For /f %%x in ('dir /on /b "%1.part*.rar"') do (
  46:   set /a pos+=1
  47:  )
  48:  if %pos%==0 goto NORAR
  49:  For /L %%n in (1,1,%pos%) do (
  50:    if %%n leq 9 (call :RenRAR %1 0%%n ) else (call :RenRAR %1 %%n )
  51:  )
  52:   
  53:  Echo.
  54:  Echo =================================================
  55:  Echo %pos% RAR volumes were created!
  56:  Echo Please make now the necessary adjustments to your
  57:  Echo NFO file and File_ID.DIZ files,
  58:  Echo When you are done with it and ready to create the 
  59:  Echo ZIP release files....
  60:  echo.
  61:  pause
  62:   
  63:   
  64:  REM =================================================
  65:  Echo Build List of RAR Archives in Folder...
  66:  dir /B /A:-D *.RAR >!RARFiles.txt
  67:   
  68:  REM =================================================
  69:  Echo Process RAR Archives...
  70:  FOR /F "delims=|" %%i IN (!RARFiles.txt) DO (
  71:     Echo Processing %%i
  72:     IF EXIST "%%i.ZIP" del "%%i.ZIP"
  73:     %ZipExe% -a "%%i.ZIP" "%%i"
  74:     IF EXIST "%NFOFile%" %ZipExe% -a "%%i.ZIP" "%NFOFile%"
  75:     IF EXIST "%FILEID%" %ZipExe% -a "%%i.ZIP" "%FILEID%"
  76:     IF NOT "%3" == "KEEPRAR" (DEL /Q "%%i")
  77:  )
  78:  REM =================================================
  79:  Echo Build List of TEMP ZIP Files...
  80:  Dir /b *.RAR.ZIP>!ZIPfiles.txt
  81:  REM =================================================
  82:  Echo Rename ZIP Files...
  83:  REM =================================================
  84:  FOR /F "delims=." %%i IN (!ZIPfiles.txt) DO (
  85:     Echo Rename %%i.RAR.ZIP to %%i.ZIP
  86:     IF EXIST "%%i.ZIP" del "%%i.ZIP"
  87:     REN "%%i.RAR.ZIP" "%%i.ZIP"
  88:  )
  89:  REM =================================================
  90:  Echo Deleting TEMP Files...
  91:  IF EXIST !ZIPfiles.txt Del /Q !ZIPfiles.txt
  92:  IF EXIST !RARfiles.txt Del /Q !RARfiles.txt
  93:   
  94:  ECHO =================================================
  95:  ECHO Done!
  96:  ECHO =================================================
  97:  Echo.
  98:  Pause
  99:  goto END
 100:   
 101:  REM =================================================
 102:  :USAGEINFO
 103:  Echo.
 104:  Echo Usage:
 105:  Echo !ProcRel.bat BASEFILENAME InputData (KEEPRAR/DELRAR) (ABORT/OVERWRITE)
 106:  Echo.
 107:  Echo The parameter pairs #3: KEEPRAR / DELRAR and #4: ABORT/OVERWRITE are optional.
 108:  Echo If you want to toggle parameter #4, parameter #3 must be specified as well 
 109:  Echo The default behavior is DELRAR, which means that the RAR archives will be deleted, 
 110:  Echo once they were copied into the release ZIP archive file and OVERWRITE, which means that
 111:  Echo the script deletes any ZIP files that exist in the directory with the same name 
 112:  Echo.
 113:  Echo If you want to keep the copy of the RAR archive in addition to the release ZIP's or if you 
 114:  Echo want the script to abort, if it detects an existing ZIP file with the same name 
 115:  Echo as the script intends to create then you have to set the parameters,
 116:  Echo.
 117:  Echo They are also case sensitive! If they are misspelled, the default behavior is triggered.
 118:  Echo Example:
 119:  Echo !ProcRel.bat X-RELN C:\RELN\*.*
 120:  Echo.
 121:  Echo !ProcRel.bat X-RELN C:\RELN\*.* KEEPRAR ABORT 
 122:  goto END
 123:   
 124:  REM =================================================
 125:  :NORAR
 126:  echo.
 127:  Echo Error!
 128:  echo Error! No RAR Archives with the file names
 129:  echo %1.partXX.RAR
 130:  echo were Created!
 131:  goto END
 132:   
 133:  REM =================================================
 134:  :NONFO
 135:  echo.
 136:  Echo Error!
 137:  echo NFO-File %NFOFile% not found!
 138:  goto END
 139:   
 140:  REM =================================================
 141:  :NODIZ
 142:  echo.
 143:  Echo Error!
 144:  echo File_ID.DIZ file at %FILEID% not found!
 145:  goto END
 146:   
 147:  REM =================================================
 148:  :ZIPSFOUND
 149:  echo.
 150:  Echo Error! (ABORT Parameter specified)
 151:  Echo Current directory contains already one or more ZIP files 
 152:  Echo with the name: %1??.ZIP 
 153:  goto END
 154:   
 155:  REM =================================================
 156:  :RenRAR
 157:   IF EXIST "%1.part%2.rar" ren "%1.part%2.rar" "%1%2.RAR"
 158:   echo ren "%1.part%2.rar" "%1%2.RAR"
 159:   
 160:  REM =================================================
 161:  :END
 162:  REM Finished!
 163:  Echo.
 164:  Goto :eof
 165:   


I hope that you find this little BATCH script useful.


NOTE March 13, 2009:


I found a bug in my script, which I fixed in my blog post and in the version for download. While I was fixing the bug I also found another small issue and also thought about some options to give you control over a few behaviors of the batch. 


The first addition is the PAUSE of the script after it created the RAR archive volumes. It will tell you how many RAR files were created that you can make the necessary modifications to your prepared File_ID.diz and NFO file.


Once you did that, simply press enter in the DOS window and the script will continue.


I also added two optional parameters to the batch. The first one lets you specify that you would like to keep the copy of the RAR archive volumes in addition to the ZIP files where the volumes are included, instead of deleting them once zipped. The second parameter lets you specify what you want the batch to do, if it detects ZIP archives with the same file name as the script intends to create. The default is delete and re-create, but if you prefer that the script aborts, you can now specifty it via a command parameter.


Back to ASCII Art Academy



Cheers!



Carsten aka Roy/SAC


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File Archiving - Collection Management and Organization

I am a collector! More correct would be to say that I hate to throw stuff and that I try to accumulate any data I can get my hands on about any subject of great interest to me.

This must be a trait that I inherited from my dad, who drives my mom nuts with his collector habits.

My Dad's Collecting Habit

The problem that my dad has is the fact that he collects only physical stuff, such as Coins (legal tender coins only), Stamps (West German and American only), Post cards from cities and towns with crest of that town on it (a shi*tload of towns in Europe have their own crest and are only happy to print them on post cards of their city, much to the dismay of my mother), post cards with only a single picture, which must be a true aerial photograph (no picture from a tall building, mountain or anything like that), Locomotives and box cars in model format, manufactured by the former East German company "TT-Eisenbahnen" (shut down a couple years after the wall fell, but still alive and supported by fans and model train owners). Collecting256

I think that is it... I hope that I did not miss any. As you can see, always very specific subjects, but then more than one subject, which created a slight inventory problem for my parents, which was only resolved when my sister and me moved out into our own places as soon as possible (I moved out with 19, but my parents paid for the basic rent hehe).

My Own Collection Habits from the Past

I used to collect stamps as a kid (only "Space" and "Astronomy" motives) and for a brief period of time "crown caps" where the product or company name was printed on the metal cap. This was rarely done in East Germany, but typical in the Western countries. I abandoned this collection around the time when the wall came down. Go figure. The only physical thing that I collected since 1982 until today are the print issues of the oldest and most popular (of only 3 or 4 or so) East German comic magazine called "Mosaik", which was published monthly since December 1955.

The other physical stuff is not really collecting, because if there is not much to collect, then I don't call it a real collection, even if I have everything (or most) of it. Into this category would be my Cirque du Soleil DVDs and CDs and my VNV Nation stuff and support as a fan of the band.

Digital Collections

However, my collector habit manifested itself in its full extend on the computer where the stuff that you collect is purely digital in nature and thus only uses very little storage space (compared to physical collections). It started when I did the Warez stuff and even more so, when I ran my own BBS. I automatically came across (and got a copy) the most recent software that mattered in those days (worthless junk remains worthless junk and is not worth stashing  up anywhere, even if it is digital junk). I never threw away or deleted any software that I had a copy (or original of), even if the software was too old for "trading" in Warez boards and I also never used the software myself ever. I had it, that was all that mattered.

My software collection was unfortunately destroyed by the German Police, who took away any data storage media that was not an original and they could find during the raid of my apartment (because of my BBS "Closed Society") back in spring 1997. That was the part that hurt me the most... they destroyed everything... it was not just stored somewhere else to still exist as a whole, but inaccessible to me.

Anyhow, things changed with the Internet. A lot of old and forgotten stuff by mainstream culture can now be found online. Not only software like games, but other things that were created as well. I was interested in computer art for example, specifically ANSI and ASCII text art and pixel art. I created stuff myself. I was also interested in the demoscene, that produced and still produces tons of new demos, created by folks like me for the pure sake of creating them and showing them off.

The copyright situation for most of this old stuff is unclear, not specified or simply not enforced by anybody who could make claims of the intellectual property created just for fun, without commercial background. In other cases is the content still officially "copyright protected", but the owner is long out of business or lost any interest in his own property, because he thinks that it does not have any commercial value anymore. I wrote about those things in the past already.

I have a bunch of collections of various kinds. Art, Pixel Art Fonts, Pixel Art Logos, Music, Software.... or using a  simple word that by the end of the day categorizes them all... ...Files.

I am not as bad as Jason Scott from textfiles.com who's collecting habits and urges dwarf mine in comparison.

Keeping Stuff Organized

Organizing these vast amount of items, which are in most cases ridiculous small in size for today's standards, is a pain in the neck and time consuming. I frequently stumble across collections created by others to the same subject that is of interest to me and sorting stuff out, is usually not that easy. Most of those collections are simply a dump of hundreds or thousands of files, each item packed with ZIP, RAR, LHA etc. and then packed together ones more to a multi-part RAR archive or ISO DVD/CD image.

The stuff I usually do with each of those "dumps" is the same, so I wrote myself some small scripts to make things easier for me and to speed up the archiving and sorting process.

The collection that I download are usually just dumps of many files all lumped into a single directory ones you unpacked the RAR archive or ISO image. I always break those up and sort them into individual sub directories by the first letter of the title of each item. The file names are in almost every case the title of the software, demo production, image, mod file, PDF document, text file etc. So I always have to create 27 directories (A-Z plus one for all titles that start with a number, titled 0-9) and then move the files to their respected directories.

An index of all the files is usually also missing to my script is generating one for me. A clean and simple index, which you could not achieve without manually tweaking it, with the standard DIR command in MS DOS.

My Free Helper Scripts

You can download the source scripts packed into a single ZIP archive: !archive_scripts_src_roysac.zip

This batch file creates sub directories "0-9", "A", "B" ... "Z", If they do not already exist (script: !folders.vbs) and then moves all files in the current directory to their corresponding sub folders (part of batch: !organize.bat). After the files were moved, an index file is created (script "!dirlist.vbs") with the name "!" + the current folder name + ".txt". The index file lists all files in the previously created directories. It ignores any other sub folder that might exists in the same dir.

All this is done by three scripts. You only have to run the main one. It calls the other two when needed. The script does not have or require any parameters or configuration options. Just copy the three files into the folder where you dumped all the files and run "!organize.bat".

!organize.bat Script

@echo off
REM      !organize.bat 
REM      Batch File by Carsten Cumbrowski, March 2009
REM       -----------------------------------------------------------------------------------
REM      Required support files used by this script:
REM       - !folders.vbs
REM       - !dirlist.vbs
REM      PURPOSE
REM       -----------------------------------------------------------------------------------
REM      This batch file creates sub directories "0-9", "A", "B" ... "Z"
REM      If they do not already exist and then copies all files in the 
REM      current directory to their corresponding sub folders
REM      (Yeah, that's why all of the script files start with a "!" in the file name)
REM      After the files were moved, an index file is created
REM      with the name "!" + the current folder name + ".txt"
REM      The index file lists all files in the previously created directories
REM      Note: the script ignores other sub directories that might
REM      exist in the current folder, also files that don't start with
REM      0-9 or A-Z (a-z) in the name are ignored
REM       -----------------------------------------------------------------------------------
REM      Copyright: NONE, Use it! Improve it! Share it!
 
cls
REM -----------------------------------------------------------------------------
REM Create Sub Directories 0-9, A, B ... Z If they not exist
REM -----------------------------------------------------------------------------
echo Creating Sub Directories 0-9, A, B ... Z ...
 
wscript !folders.vbs
 
REM -------------------------------------------------------------------
REM Move files into their respective sub directories
REM -------------------------------------------------------------------
echo Moving Files to Sub Directories ...
 
move 0*.* 0-9\
move 1*.* 0-9\
move 2*.* 0-9\
move 3*.* 0-9\
move 4*.* 0-9\
move 5*.* 0-9\
move 6*.* 0-9\
move 7*.* 0-9\
move 8*.* 0-9\
move 9*.* 0-9\
move a*.* a\
move b*.* b\
move c*.* c\
move d*.* d\
move e*.* e\
move f*.* f\
move g*.* g\
move h*.* h\
move i*.* i\
move j*.* j\
move k*.* k\
move l*.* l\
move m*.* m\
move n*.* n\
move o*.* o\
move p*.* p\
move q*.* q\
move r*.* r\
move s*.* s\
move t*.* t\
move u*.* u\
move v*.* v\
move w*.* w\
move x*.* x\
move y*.* y\
move z*.* z\
 
REM -------------------------------------------------------------------
REM Create !<FolderName>.txt Index File 
REM -------------------------------------------------------------------
echo Create !<FolderName>.txt Index File ...
 
wscript !dirlist.vbs
 
REM -------------------------------------------------------------------
REM Done!
REM -------------------------------------------------------------------
echo done! 
echo.
pause
 

!folders.vbs Script


'---------------------------------------------------------------
'Script Name: !folders.vbs
'---------------------------------------------------------------
'VBScript by Carsten Cumbrowski, written in March 2009
'---------------------------------------------------------------
'Purpose: Creates Sub Folders  "0-9", "A","B" ... "Z" 
'         in the current folder, if they do not exist already
'         The Script was created for the use with collection
'         of scripts and batch files for archiving and fileing
'         of software and file collections.
'---------------------------------------------------------------
'Parameters: No Parameters Required or Supported
'            Simply run the script from the DOS command prompt
'            in Windows by typing "wscript !folders.vbs" 
'---------------------------------------------------------------
'Copyright: NONE, F**k that shit! Use it! Improve it! Share it!
'---------------------------------------------------------------
 
Dim oFso, a
Set oFso = CreateObject("Scripting.FileSystemObject")
if NOT oFso.FolderExists("0-9") then
  oFso.CreateFolder("0-9")
end if
For a = 65 to 90
  if NOT oFso.FolderExists(chr(a)) then
    oFso.CreateFolder(chr(a))
  end if
Next
Set oFso = Nothing

!dirlist.vbs Script


'---------------------------------------------------------------
'Script Name: !dirlist.vbs
'---------------------------------------------------------------
'VBScript by Carsten Cumbrowski, written in March 2009
'---------------------------------------------------------------
'Purpose: Generates a .txt file with the name "!" + name of 
'         current folder. The text file contains a list of all
'         files in the sub directories with the names "0-9",
'         "A","B" ... "Z" and totals for the number of files
'         and size in bytes of each sub folder and in total.
'         The Script was created for the use with collection
'         of scripts and batch files for archiving and fileing
'         of software and file collections.
'---------------------------------------------------------------
'Parameters: No Parameters Required or Supported
'            Simply run the script from the DOS command prompt
'            in Windows by typing "wscript !dirlist.vbs" 
'---------------------------------------------------------------
'Copyright: NONE, F**k that shit! Use it! Improve it! Share it!
'---------------------------------------------------------------
 
'Declaration of Constants
Const ForAppending = 8
Const SeparatorLength = 70
 
'Declaration and Initialization of Work Variables and Objects at Runtime
Dim oFso: Set oFso= Wscript.createobject("scripting.fileSystemObject")
Dim sFolderPath: sFolderPath = oFso.getAbsolutePathName("")
Dim oFolder: Set oFolder = oFso.GetFolder(sFolderPath)
Dim sFilePath: sFilePath = oFso.GetAbsolutePathName("!" & oFolder.Name & ".txt")
 
'Declaration of Un-Initialized Work Variables
Dim oSubFolder, aFiles
 
'Declaration of Work Variables with Initial Values
Dim iFolderFileCount: iFolderFileCount = 0
Dim iFolderByteCount: iFolderByteCount = 0
Dim iFileCount: iFileCount = 0
Dim iByteCount: iByteCount = 0
Dim sFileList: sFileList = ""
 
'Check if an old Listings File Already Exists and Delete it
if oFso.FileExists(sFilePath) then
   oFso.DeleteFile sFilePath, true
end if
Dim oFile: Set oFile = oFso.OpenTextFile(sFilePath, ForAppending, true, -2)
 
oFile.WriteLine ""
oFile.WriteLine "Content of: " & oFolder.Name
oFile.WriteLine replace(space(SeparatorLength)," ","=")
oFile.WriteLine ""
 
'Process Sub Folders of Current Work Folder
For each oSubFolder in oFolder.SubFolders
 
   if oSubFolder.Name = "0-9" or _
      ( len(oSubFolder.Name) = 1 and asc(left(oSubFolder.Name,1))>= 65 and _
      asc(left(oSubFolder.Name,1))<= 90 ) then
   'Only process Sub Folders "0-9", "A","B" ..."Z" and ignore the rest
 
    Set oFolderFiles = oSubFolder.Files
      'Get Files in Sub Folder and Build List
    For each oFolderFile in oFolderFiles
         'oFso.GetFileName
       sFileList = sFileList & oFolderFile.Name & vbcrlf
         iFolderFileCount  = iFolderFileCount + 1
         iFolderByteCount = iFolderByteCount + oFolderFile.Size
       iFileCount = iFileCount + 1
         iByteCount = iByteCount + oFolderFile.Size
    Next
 
     oFile.WriteLine replace(space(SeparatorLength)," ","-")
     oFile.WriteLine "Folder: " &  oSubFolder.Name
     oFile.WriteLine replace(space(SeparatorLength)," ","-")
     oFile.WriteLine "Total: " &  formatnumber(iFolderFileCount,0) & " files"
     oFile.WriteLine "Total Size: " &  formatnumber(iFolderByteCount,0) & " bytes" & _
                     " (" & formatnumber(iFolderByteCount/1024,0) & " KB / " & _
                     formatnumber(iFolderByteCount/1024000,0) & " MB)" 
     oFile.WriteLine replace(space(SeparatorLength)," ","-")
     oFile.Write sFileList
     oFile.WriteLine ""
     sFileList = ""
     iFolderFileCount = 0
     iFolderByteCount = 0
   end if
 
Next
 
oFile.WriteLine replace(space(SeparatorLength)," ","=")
oFile.WriteLine oFolder.Name
oFile.WriteLine "Total: " &  formatnumber(iFileCount,0) & " files"
oFile.WriteLine "Total Size: " &  formatnumber(iByteCount,0) & " bytes" & _
                " (" & formatnumber(iByteCount/1024,0) & " KB / " & _
                formatnumber(iByteCount/1024000,0) & " MB)" 
oFile.WriteLine ""
 
oFile.Close
Set oFile = Nothing
 
Set oFolder = Nothing
Set oFso = Nothing

I hope that you might also find use for those little but helpful scripts. If not, I hope that you enjoyed my little personal trick back in time about my collecting habits. If you are a collector like me, then you can probably relate to those things without any problems. If you are not, then you might got a nice laugh out of it instead. hehe.


Cheers!


Carsten aka Roy/SAC 

Labels: , ,

FILE_ID.DIZ Stories... A Trip Down Memory Lane

I remember the days when there was no such thing as "file_id.diz" and users had to enter a description for every single file that you uploaded manually. A pain in the ass and often causing poor descriptions of your file directory, because most users (especially in the "Warez Scene" or "Software Pirates Scene") did not have the time to enter very long and descriptive details to every file.

Remember, there was no copy-and-paste nor multi-tasking at that time either.

I know that the AMIGA guys had tools that worked similar to the Windows Clipboard. For that reason was the Amiga scene also the first that introduced the mini ASCII logos of release groups that AMIGA couriers used for the BBS file descriptions to make the files more prominent.

Oldskool (AMIGA style) file_id.diz ASCII design for the Elite Warez PC release group Razor 1911
.
.
Quake III (c)Id–Software final CD–Rip
__________ .
/________ \ –============– : –[01/99]–
: | _\ )__/|______ ____|\ __
_/––– | /___/ _____ / __ \ \/ \ ––\_
\––– | . \ < |/ /____\ | .\_/ ––/
– – | |\______|___________/ | ––– –
– | / .:.nineteeneleven.:.\ | roy
–== |/ ===================== \| ====–

.

Logos were adapted by the PC scene after file_id.diz was introduced by Clark Development Corporation (I believe that was with PC Board V14.5, but I am not 100% sure, it could also been V15.0).

The first ASCII (file_id) logos for PC releases were Amiga style designs, often even the same logos used by the Amiga section of the group, if it had any.

I don't want to show off, but I truly believe that I was the first one who created and used a Block ASCII (PC) style file_id for releases. It was the file_id.diz design for my first PC group that I co-founded called Cardinals in early 1993 and merged entirely into TRSI/Faith in 1994.

Quick Info: What is File_ID.diz?

File_ID.diz is a file name for a small text-file that is added to a compressed archive file (such as ZIP, the de-facto standard for distributing programs via Bulletin Board Systems). The file_id.diz is added by the creator of the program archive file and contains the name of the program and maybe some additional useful information. The sole purpose of the file was the use on bulletin board systems. After a file was uploaded by the user, the BBS software looks for the existence of a file_id.diz file in the archive and uses its content automatically for the description in the file listings, if it finds one. If no file_id.diz was included in the file, the user had to enter a description for it manually.


Cardinals released awesome trainers for PC games with an amount and quality of options never seen before (or after)... Fuck "Dread"! They were "lamer" hehe.
The Cardinals File_ID.DIZ design in Block ASCII Style from early 1993. The First of it's kind? (proof me wrong!)

Also see this and here.

.

▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▐██ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
██▀█ ██▀█ ██▀▄ ██▀▄ ▀ ██▀▄ ██▀█ ██ ██▀█
██ ▀ ██ █ ██ █ ██ █ ██ ██ █ ██ █ ██ ▄ ██▄▄ .
██ ▄ ██▀█ ██▀▄ ██ █ ██ ██ █ ██▀█ ██ █ ▄▄ █
██▄█ ██ █ ██ █ ██▄▀ ██ ██ █ ██ █ ██▄█ ██▄█
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▓█ ▄▄▄▄▄trained▄▄▄▄▄▄
▀ ▓▒ ▀
█ ▒░ █
▄ ▄
▀▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▀
.
.

Cardinals trainer releases did stick-out on the boards, because the big and bold block ASCII logo was hard to miss among those oldskool ASCII logos and regular text.

Hey, If you don't believe me that the Cardinals file_id was the first one using a Block ASCII logo, fine. If you can show me BBS listings from before that where block ASCII was used, I'd appreciate it (actually not, but for history sake, I'd rather proven wrong than making a false claim).

Anyhow. I used Block ASCII for the Cardinals file_id, because I wanted it to stick out. I also used extensively Block ASCII for the Cardinals NFO ASCII that was also not very typical at that time.

Well, the coders had to learn the ALT + numeric ASCII character code combination for 4 block characters... not too much to ask. ALT-176, ALT-177, ALT-178 and ALT-219 :) It wasn't for long that other groups followed suit and also used Block ASCII for their file_id's and I was thinking about even better ways to make file descriptions stick out more.


Block ASCII Codes 101 :)

░ = ASCII character 176
▒ = ASCII character 177
▓ = ASCII character 178
█ = ASCII character 219

In order to generate those characters, you had to press the "ALT" key and enter the ASCII code
on the numeric keyboard (while holding the ALT-Key pressed) and then release the ALT-Key at which
moment it would render the character that represents the entered ASCII value.

I thought about ANSI and created the designs that you can see here in my deviation for testing. They were never used of course. First of all, the ESC sequences would have been a problem in many cases.

Also the length of File descriptions (per line) ... I believe it was 42 characters for most BBS systems, would have posed an issue. The color formatting of the ANSI codes (or PC Board color codes, if you would have used those) limited very much the characters that would remain for the logo itself.

AMIGA-Sysop's and traders would also had have some problems with those... It was an interesting concept for a moment, but failed for very practical reasons.

ansi_file_id_concepts1993 Long, but nice story eh?

I almost forgot about this, but then I found my ANSI file_id.diz designs and it all came back to me :).

Cheers!

Carsten aka Roy/SAC

Labels: , , ,

Scene Pixel Art Font Sets Collection

My last post was about legendary pixel art logos of the PC and Commodore Amiga scenes and the collection with over 25 sets of logo images that I created at my Flickr.com account to share them with everybody who is also interested in this stuff.

I did now also uploaded my collection of scene pixel art font sets to Flickr.com. I created a special collection for the font set images, which includes today 8 different sets with over 500 font sets overall. I have a bunch more, but in raw format or sliced up with individual images for each character and not the appropriate format to upload and share on a social media web site like Flickr.com.

Handmade, with No Filters to Polish

The fonts were pixeled by hand, just like the logos were. Many of them on the Commodore Amiga with image editing tools like Deluxe Paint and others on the IBM PC with MS DOS, using tools like the PC adaptation of Deluxe Paint (Deluxe Paint 2 enhanced or Deluxe Paint Animation), Autodesk Animator Pro or similar tools (you can find download links to the mentioned MS DOS editors at my download page).

No Adobe Photoshop or similar modern day editors were used by the artist. Everything had to be done manually. VGA art was painstaking work back in those days and required more fundamental skills of design and visual perception and lighting than you need today, where some stuff is done automatically by the tool (e.g. anti-aliasing) or you have a filter plug-in that does the desired effect for you. Those editors also had no "undo" or "history" features. "Undo" was more like a "re-do", at least for everything that you did since you created a backup copy of the image you are working on and not overwrote with newer versions since then.

Difference between Fonts Today and Oldskool Pixel Fonts

Unlike most fonts used today on the computer, which are commonly True Type fonts, which is a vector format allowing the fonts to be scalable and remain smooth regardless of the size you choose, pixel fonts are fixed size and cannot be scaled. They are basically an image. You can create pixel or bitmap fonts for the use on a Windows PC or Macintosh, if you have the right tools (here is a tutorial how to do that),  but that is not the type of font that you will find in my collection.

The Purpose of those Fonts

The fonts in my collection were never meant to be used as a font in an operating system by different applications, such as Word processors or image editing programs. Those fonts were usually designed for a specific purpose that was known to the artist before he even started to create one. That purpose was typically a "demo" or "Intro" project, or maybe a computer game development project.

The programmer had to "slice up" the image with the font characters in it and then use the individual slices that represent a character in his code to do something with it, such as creating a text scroller or apply some other fancy effects to have text messages appear into on the screen or to make them disappear. Those effects range from simple faders, over zoomers to elaborate effects where the letters are twisted and bent and rotated or combination of all or multiple of the mentioned ones.

Here is an example of a font, which also includes maker lines that were added by the artist to make it easier for the coder/programmer to "slice-up" the font and get the individual characters out of the image.

MEGA_F

My Pixel Font Creations

Although I was known as an ANSI and ASCII text artist in the "scene" back in those days, I also did some pixel art work. I did not do very much, because I was never more than average doing it. I realized that it is better to stick to what you are best at and leave the pixel stuff to the guys that are really good doing it, such as the former SAC member and personal friend "Dream Design", who was capable of creating astonishing pieces of art within the limitations of colors available to use and screen resolution.

I created 13 pixel art fonts, mostly for some cracktros SAC created for some other release groups. I created a separate set for those fonts at Flickr.com. I did not do that to highlight them and to show how great I am (or was), I separated them, because the legal situation for if and how you could or could not use those fonts today is not clear for the other ones that I did not create myself.

The Legal Issue

Nobody was thinking about Copyright when they created those things. There was also no commercial intention for its use, it was about reputation and getting known and recognized... "fame" basically. In order to do that as good as possible, you not only wanted that your stuff was spreading as far and as fast across the globe as possible, no, you even helped  yourself with spreading as good as you could, or your fellow group mates, some even doing nothing else than "spreading" or "trading" your work, because that was their position and job within the group.

The problem is that because nobody specified in writing if and how the work that you created can be used by others, full copyright protection supposedly is applied by default, meaning that you cannot do anything with it, without the explicit permission of the artist, who is often unknown or only known by his pseudonym or scene handle, thus virtually impossible to contact and ask.

I made the decision for my art to give up the rights on them and made all of it available to anybody to use as he likes, except to create copyright protected derivatives of it. I basically want to make sure that my stuff stays free, even if you take it and add something of your own to it.

My Most Elaborate Font

Here is the most elaborate font that I ever pixeled. It is very large, or better was large at the time when I created it, because you have to keep in mind that the screen resolution for fancy VGA stuff on the PC was only 320x200 pixels and 256 colors. The font looks small today, at least on my screen, where the resolution is 4.5 times as high as the resolution the font was intended for.

GOLDFONT

It took me over 5 hours to pixel and was used for a Crack Intro for the PC games release group "Genesis" where I was a member of at the time. I cannot show you the cracktro unfortunately, because I am unable to get it to run and capture (video) on my PC today, even with a MS DOS emulator like DOSBox. :(

I am still trying to find a way to get a capture of it. You can download it here (only 55 KB) and send me a video capture of it, if you get it to work. It can also be without the sound, which I have and can add later. I only need the video images.

I hope you liked my little excursion back in time and also the font sets that I made available for you on Flickr.com.

Enjoy!

Cheers!

Carsten aka Roy/SAC

Labels: , , ,

Legendary Commodore AMIGA Pixel Art Logos

I collected over the years pixel art of all kinds, especially from the Commodore AMIGA, the Commodore 64 and the PC (when people still "pixeled" there instead of "photoshop" everything).

If you do not know what I mean, have a look at this post of mine about Perspective Projection on the Computer. It touches the subject of hand-made pixel art on the side, but uses some nice examples and illustrations.

...  whoa, what is this background?! :) special occasions? buoahhhh! hehe... okay now serious again ...

I was particular a fan of logo art work, because that was something I did myself. I was never good at drawing or painting objects, people or animals. You only have to look at my ANSI/ASCII art galleries and will see that most of the stuff are logos only and if I did anything else, then the results were way below average in quality. Any of my attempts to draw people and faces resulted in something that looked rather funny, although this was rarely my original intention. So I eventually accepted the truth and stuck to what I did best, logos ... styling text/words, so to speak, just as clarification for the "normal" folks out there.

I got around to take my logo collection and do as much de-duping as I could, spending several hours on just that and upload my collection to Flickr.com, for everybody to access freely. I did not include my Commodore 64 collection, which is still a mess, but a bunch of C64 pixel art logos sneaked into the Flickr.com sets anyway.

I grouped the logos by title and not artist, creating a set for each letter of the alphabet and grouping all the set within one big collection, which you can access via this link. There are over 2,000 logos my friends, in case you asked yourself how I can spend "hours" on de-duping stuff. :)

Okay... here are some of the most famous logos of all time... the cream de la cream... the top of the top of the pixel art logos so to speak. Okay, I think you got it, so lets start with the show hehe.

angeldawn-fairlight

FLT- Fairlight logo by Angel Dawn

Ultra famous logo, used over and over again, also on the PC later on, where almost nobody ever did a new one for them, because everybody was convinced that you couldn't come up with a better one. If you have never seen this logo before in your life then I am asking myself, how you ended up at this blog reading this post? Seriously!

joe-trsi

TRSI - Tristar and Red Sector Incorporated logo by J.O.E.

Together with the previous logo for Fairlight, probably the most recognized scene logos of all time. Same as for the Fairlight logo... it was used over and over again, also on the PC, but in contradiction to the Fairlight case were some folks confident enough to draw new logos to compete with this one by J.O.E. and I have to admit, some did a damn good job at it. See for example the other TRSI logo by Peachy further down below.

 ACID-SCOopex 

SCX - Scoopex logo by Acid

BAROCK-Silents  

TSL - The Silents logo by Barock

Blizzart_Kefren 

Kefrens logo by Blizzard

from the famous Commodore Amiga 500 demo "Desert Dream" from 1993

bridgeclaw-gods1

Gods logo by Bridgeclaw

Cougar-sanity

Sanity logo by Cougar

Angeldawn-hodlum-b 

 HLM - Hoodlum logo by Angel Dawn

there is also another Hoodlum logo by Angel Dawn, which has a much simpler design,

but is probably as equally famous as this one.

Mack-Melon Dezign - Prism_14-Melon Logo 

Melon Dezign logo by Mack

The "zoomed" or "ASCII style" like Melon logo text became somewhat of a trademark for Melon Dezign. They use the same motive over and over again throughout various Melon demo and intro/cracktro projects.

lemon2 

Lemon logo by Facet

okay, not so classic, but there is Melon, so I had to add a logo from the "Anti-Melon" group "Lemon". It's like Ying and Yang. Hey, I picked a logo that uses a ripped Melon Dezign style, okay?! hehe

Mikael Balle-scene

TSL - The Silents logo by Mikael Balle

 newline mad-shining8 

S8 - Shining 8 logo by Newline

most famous of the logos of the cracking group Shining 8. Are there any other logos? I am not sure, no joke!

peachy-trsi

TRSI - Tristar and Red Sector Inc. logo by Peachy

from the end credits part of the TRSI dentro "Wicked Sensation" from 1992, which featured also a great and equally famous piano track by the musician Romeo Knight called "Boesendorfer"

PGCS-alcatraz3

Alcatraz logo by PGCS

Logo from the intro of the winning demo of The Part 1991 in Aars, Denmark called "Odyssey" (5 disks long, running about 45 minutes, if you don't skip parts and single handedly responsible for the institution of a running time limit for demos at competitions at demo scene parties :) )

r.w.o.-kefrens logo(guardiandragon)    

Kefrens logo by R.W.O.

slash-anarchy ana-logo(3d2i) 

Anarchy logo by Slash

splatt-parasite

Parasite logo by Splatt

 razor  logo(birdsofprey)

Razor 1911 logo (I believe by Sector 9)   

okay, this logos is maybe not so famous, but I had to add a Razor 1911 logo to avoid trouble, so I picked a very old logo and not any of the new PC ones by Zebig, Facet or Kenet etc. :)

uno-Scoopex_1

SCX - Scoopex logo by Uno

antony-skidrow

SR - Skid Row logo by Antony

That is enough for now! Again, you can find these logos and over 2,000 other and less famous pixel art logos at this Flickr.com collection of mine. Check it out, it's definitely worthwhile to spend some time there.

Uh... what happened to the fancy background? Mhhh ... I suppose that this was a queue for me to signal that this is the end of this blog post. Okay, so be it!

Cheers!

Carsten aka Roy/SAC

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ANSI Animations Part Deux

I posted in January a detailed post about what ANSI animation is, hence the "part deux" for the title of this post. If you want to know what ANSI animations are and how they are created, check out my previous post.

I discovered some additional ANSI animations thanks to PabloView. ACiDView for Windows obviously did not show them properly or I just never looked at those ANSI's right, which could also be the case. Anyhow, I was using PabloView to browse some old art packs and realized that the AAA art packs from 1991 consisted mostly of ANSI animations. The majority of the animations were pretty short, they also look a bit "rough", but you have to keep in mind that this stuff is pre-ACiD and pre-iCE material, so give the artists a break. They were kind of pioneers back then and had no clue where this whole thing would lead to one day.

At the same time I decided to make a video that highlights some of the ANSI animations from my last post, but also a bunch of really great (and long) still ANSI pictures with hundreds of lines in length.

So I ended up creating two videos. :) Here is the first one ... Background music is by Jeroen Tel from the C64.

It starts off with a bunch of ASCII and ANSI logos by myself. It shows the ASCII version of a logo first and then peels it away to show the ANSI version of the exact same logo. I thought it would be nice. Then follow a bunch of really long and really cool ANSI images by various artists (from ACiD, iCE and other groups) and then shows ANSI animations from 1992 by members of ACiD (ANSI Creators in Demand, in case you forgot)



Backup Link to video on Google Video.

You can download this video in AVI format at Mediafire.com

About the second video ...

Classic ANSI Animations from 1991 by Members of the first PC ANSI Art Scene Group, AAA - Aces of ANSI Art, Mondoman, RaD Man (founder of ACiD in 1992), Shadow Demon and Willie. I warned you already that they are a little bit more rough, but that's how it started man. Remember your history! a smart man once said. ;)

Creating thumb nail images, uploading all captures of the ANSI animations manually to YouTube and then creating a table grid in my blog post was a pain in the neck to do and I decided not to do it again for this post, sorry folks.

I made instead one video where I also added some nice music by Jeroen Tel, Rob Hubbard and JCH/Vibrants. The Individual pieces included in the video are...

  • Mondoman: Above the Law, Astral Plane, ICE Castle, Lost Castle, Seven Heaven, Shadow Gate, The Inner City 1 & 2, The Pits, Total Recall, Tower of High Society
  • RaD Man: Hamburger Heaven, Hard Kod, Logix Probe, Louder Than Bombs
  • Shadow Demon: Final Frontier, Hamburger Heaven, Hard Kod, The Pits
  • Willie: Pistol, Rush

Voila, the video...



Backup link to video on Google Video.

You can download this video in AVI format at Mediafire.com

You are still able to download the individual video captures of each animation individually in the original resolution as I recorded them in. Check out this shared folder at Mediafire.com for the individual videos. This folder also contains the previous captures of ANSI animations by ACiD and iCE.

You can also download the original AAA art packs in zip format, with the old school .ANS files included.
Aces of ANSI Art packs: aaa-8991.zip (382 KB) and aaa-vol2.zip (11 KB)

Cheers!

Carsten aka Roy/SAC

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What is ASCII Art? What is ANSI? and more!

I added a significant amount of content to my ASCII Art Academy page on my site. I answered there in short what things are. I explain all this stuff in detail in various articles, but I think it is good to have a short and straight forward version on the main Academy home page as well.



Here are some examples:

What is ASCII Art?
ASCII stands for American Standard Code for Information Interchange and is a text format standard for computers. ASCII art is text art that was created on computers who use this ASCII standard. The text art created on the IBM PC, which use text characters beyond the ASCII standard are also called ASCII, even though it is technically incorrect. The IBM PC become the most widely used computer in the world and people called things ASCII, even if they were not. There is no sense to debate about it, because it won't change what already happened.

What is 7-Bit ASCII?
The difference between 7-bit and 8-bit ASCII is pretty simple, assuming that you have a keyboard with the latin alphabet. 7-bit only uses characters that you can find on the keyboard. 8-bit uses additional characters that you cannot find on your keyboard, but which exist in "text mode" of the old MS DOS operating system. MS DOS hat 256 characters for text mode. Some of them are control chracters and not visible, such as Carriage Return, Line Feed (Line Break), the Tab character or the Escape character. The standard US-ASCII characters are the first 128 chracters of the character set, where 97 of them are usable for text and ASCII art.

What is 8-Bit ASCII?
8-bit ASCII art uses primarily characters after the 128 chracters of the US-ASCII character set. You cannot find those characters on your keyboard and could only generate them via programming code, special editors (like TheDraw or ACiDDraw) or by pressing the ALT-Key and then type the character code (a number between 128 and 255) on your numeric keypad, while keeping the ALT-Key pressed. Those upper or "higher" characters are suitable for basic graphical elements, such as box borders, corners. Those characters are unique to the IBM PC and MS DOS and are not compatible with other operating systems, such as UNIX, Linux or MAC OS.

What is ANSI?
ANSI is unique for MS DOS by Microsoft and the IBM PC. ANSI is a set of control sequences to manipulate the appearance of the text on the screen, to bolden text, making it itallic or blinking and to add some colors to your text. There are 16 pre-defined foreground colors, where 8 of them could also be used as background color.

The use of ANSI control sequences (called Escape sequences, because they all started with the ESC character) required special editing software, because unlike the 8-Bit upper characters, is there no easy way to generate those sequences by hand. In order for MS DOS to process and interpret those control sequences properly, a special driver had to be loaded, which came with the MS DOS operating system by default. The file for this driver was named "ANSI.SYS". This is where ANSI got his name from, which is sometimes confusing, because ANSI also stands for the American National Standards Institute, the organization who defined the US-ASCII standard.

And more...
I also added examples of the character sets 7-bit and 8-bit and the ANSI color schema. I also added a grid with the mapping of ANSI colors to HTML colors and their ESC sequence code.

New ANSI Tutorial
Another goodie that I finally added was a good and detailed ANSI tutorial by the artist Zerovision of the young ANSI art group called "Blocktronics". It uses the example of a picture that shows the movie character "Chucky" and how he re-created the picture in ANSI. It explains shading techniques and more in detail, why ZV decided to do this versus something else, etc. Very useful for beginners.

Group Update
It is funny, but I joined as of today a new computer group. Something that I didn't do for the past 10 years or so. I thought I am too old for this stuff, but then, it is a revival of an very old group by a bunch of very old guys like me (in terms of Scene life). The group is called "Canadan Pirates Inc." or CPI. A group with roots in Canada (duh) and some cracker scene history. The revived group does not do any cracking and warez anymore though. It will focus on Music, Intros, Demos and also scene history preservation, something that I already do for a few years now.



I chatted today on Facebook with Rod aka MadMax, co-founder of CPI and he asked me, if I would join. I was in touch with Rod for a while already and also had multiple lengthy phone calls about verious things, mostly whining about the lost past hehe. I said yes, so here I am... new member of CPI. :)

Well, that's some news.... I hope you will like the new content. I am out of here now.

Cheers!
Carsten aka Roy/SAC (and CPI)

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Mount Rushmore Square

I created a short 12+ minutes long video about the little known Crazy Horse Memorial in the Black Hills Mountains of South Dakota.

I edited together the 3 minutes intro part of it, which is then followed by an about 10 minutes long mini documentary about the project.

You can download the video in .AVI format and 640x480 pixels resolution (259 MB) free from my Mediafire.com account.



Backup link to video at Google Video



The yet unfinished Crazy Horse Memorial mountain carving is located less than 30 minutes from the famous Mount Rushmore Presidential Memorial where the heads of George Washington, Thomas Jefferson, Theodore Roosevelt and Abraham Lincoln were carved into the mountain rock for the eternity.

The Crazy Horse mountain carving dwarfs the impressive Mt.Rushmore one in size and scale.

Also the time to create it is an eternity compared to the Mt.Rushmore project. The sculptor Korczak Ziolkowski started working on it on June 3, 1948 and it is still far from being finished today.

In contradiction to the the better known and federal funded Mt.Rushmore project is the Crazy Horse project entirely funded by the people who donate time, resources and money and by the admission to the visitor center and North American Indian Museum, which is located at the mountain base.

The Admission is either $10 per person (children under 6 free) or $27 per car load, whichever is better for you, for visitors with a car or $5 per person on foot, bicycle or motorcycle.

The museum is an attraction in its own rights already and thanks to that did admission and funding increase and with it the amount of progress that is being made at the mountain.

There is also an university and even an airport planned for all Native Americans of North America.

To put its size in perspective... The entire carving of Mt.Rushmore fits into the head of Crazy Horse, which is only one segment of the whole sculptor, which will also include part of Crazy Horses' upper body, his arms and the head of his horse.

It will be taller than the Washington monument in Washington DC. The stretched out arm will be as long as a football field and enough room for 4,000 people to stand on it.

The Black Hills are holy to the Lakota indians (which is part of the Sioux tribe) and I presume that they were not very happy about the White mens carvings that took place betwen 1927 and 1941.

It must have been like a slap into their face, while they were already on their knees, robbed of their land and cooped into small reservations with less than adequate supply of the basics things to live, but barely enough to survive, at least some of them.

There was nothing they could have done. The would not have been another Little Big Horn, but only another Wounded Knee or worse.

The Crazy Horse Memorial is their answer, slowly, but loud and clear. A slap back into the face of the white man to hurt his pride.

Bigger and better... something that the natives learned and adopted from the white man.

Thanks to the German author Karl May, who has never been to the United States and whos novels about the wild west were and are very popular in Germany, despite their historic inaccuracies, I did became interested into the story of the North American indian already when I was a young boy.

I probably learned more about them as American boys get taught about them in school, which is a shame all by itself. Well, I played "Cowboys and Indians" in Germany too, but in contradiction to when the American kids played this game, the Indians were the good guys and not the bad.

Mt.Rushmore was the most Eastern point of the road trip with my parents and my older sister in April 2004.

My sister knew more about stuff that was going on with the Native Americans today than I did. I didn't even know about the Crazy Horse project until we got to Keystone, South Dakota and my sister mentioned it.

Its location right around the corner made it a perfect secondary destination after Mt.Rushmore. Well, we spent about 30 minutes at Mt.Rushmore and then far over 2 hours at the Crazy Horse Memorial.. so the primary and secondary destination traded spaces while we were in the Black Hills Mountains.



As a good American you have Mt.Rushmore probably on the list of things to see at least once during your lifetime. If you get around to go to the Black Hills one day, make sure that you pay a visit to the Crazy Horse Memorial and North American Indian Museum as well.

Pictures from my 2004 road-trip, which includes many pictures of Mt.Rushmore and the Crazy Horse Memorial are available at my Google Picasa account. Here are the links to album 1 and album 2 about this trip.

I hope that you learned something interesting today, which hopefully also refreshed some old memories and put things into the right perspective again. Enjoy!

Cheers!

Carsten aka Roy/SAC

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Dynamic Technologies - Dytec - The Cracktros

Well, we are currently so nicely in the mood of "complete" and "all", why not add something else "complete" to it. I hope at least that it is complete.

I made some remarks already during a previous post where I also highlighted the Dytec remix video, which should have given you some clues about what will come. Yep, a list of all Dytec Crack Intros with links to the video recording of it.

I only found four Amiga intros, but then I think that Dynamic Technologies was never really active there. I need to check that with Fatman. I found 7 Cracktros (including one beta) for the IBM PC, for MS DOS and a whopping 26 intros for the Commodore 64.

If there is any intro missing, please let me know. I hate to have an incomplete "complete list" of things hehe. Okay, here is the list of all the Cracktros. Click on the thumbnail image to get to the video version at YouTube.

Dytec Amiga Intros (4)
Dytec PC Intros (7)
 
Dytec C64 Intros (26)
  


Okay, here is the remix video again.



Backup Link to Video at YouTube

Cheers!
Carsten aka Roy/SAC

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100 Pieces of Nude ASCII Art Available Now!

Some quick, but exciting news. I introduced last summer my 30 Years of Naked ASCII Art gallery with 30 astonishing examples of text art that depict female nudity as motive for the pieces.

I expanded the gallery significantely today. I added a whopping 70!!! additional pieces. The gallery is 100 pictures big, or 200, if you count that every picture is available in the gallery in two different versions, one with black font on white background and another with white font on black background.

Here is how the selection screen looks like (image is a slightly scaled down version of the action selection screen due to space limitation at my blog)



I was so excited that I also created a banner animation to promote the gallery.



You can put it on your website as well, if you like to.
Here is the code:


<a href="http://www.roysac.com/asciinudes/" target="_blank"><img src="http://www.roysac.com/banners/nudeascii468x60b.gif" border="0" title="100 pieces of NUDE ASCII art"></a>


Enjoy!

Cheers Carsten aka Roy/SAC

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The Demoscene Came a Long Way

Boy, the demoscene came a long way since their humble beginnings in the early 1980s on archaic computers like the Apple II, Atari 800 and especially the Commodore 64 and later the Commodore Amiga 500.

If you want to learn more about the old days and stuff like that, check out my post about the history of the demoscene that I wrote about one month ago. My older post "Introduction to the World of Demos" is also fairly interesting IMO.

Well, the examples from my previous posts may be nice, but things improved a lot since those days. A very good example is the winner demo from last years Assembly demo party in Finland called "Lifeforce", created by Andromeda Software Development or short ASD or Andromeda.

I uploaded the demo to several sites, including Facebook. I am an Internet marketer and that is how I make my living. I have naturally many Facebook friends, who are also in advertising and marketing.

One of them watched the demo and left a comment, asking me, which "Agency" this "Video" created. I had to educate him that his "Agency" is a bunch of high school or maybe college kids from somewhere in Europe and that the "Video" is actually a program that creates all the visuals and stuff in real-time... and in a much higher resolution than you can see on YouTube, which only has a crappy 320x240 resolution for all their videos.

Too bad that I was not able to see his face, but it must have been quite a shock to learn these facts hehe, but I can't blame him for his thought, the demo is just amazing and you really cannot tell that this is NOT the work of professionals.

But now I will stop writing and let you enjoy the demo for yourself, in crappy 320x240, but you can go and download the demo yourself and run it on your PC in whatever resolution suits you.


Backup link to the video on YouTube


I hope you enjoy it as much as I did.

Cheers!
Carsten aka Roy/SAC

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The History of the Demoscene

I stumbled across the video recording of "The Complete History of the Demoscene", a presentation by Tamas Polgar, Author of Freax and member of the Hungarian demo group Madwizards, at the Assembly 2005 Demo party in Helsinki, Finland.

Back to ASCII Art Academy


His book was published in 2005 (it's available at the merchandising section of my site among other gems) and the presentation happened after the book came out. The video was uploaded to Scene.org in August 2006, shortly after Assembly 2006. He also gave a presentation at Assembly 2006 called "The Art of Pixels: from sprites to Photoshop". This and other presentations from Assembly 2006 are available at Alive.Assembly.Org.

The Dawn
He starts with the development of the first computers from the 1960s that were capable of displaying graphics rather than just perform mathematical calculations and return the results in text format. The first cracked software appeared on the Apple II computer at the end of the 1970s, but cracks were done by individuals who just removed the copy protection and then copied the software for friends etc. It was mostly unknown who cracked a specific program, because the cracker did not include any credits or reference that pointed to him.

The Beginnings on the Commodore 64
Cracking groups appeared on the Commodore 64, which was released in 1983. It was around 1985 that cracking groups started to add little programs to the cracked programs that were developed by the cracker groups themselves. Before that was it common to simply alter some text in the program to put their names into the cracked software. A favorite spot were the high score tables of games. The limit of three characters in those high score tables, something that was adapted from video arcade games, is the reason for the 3 letter abbreviations of oldskool cracking groups, such as TRD for Triad, DTC for Dytec or Dynamic Technologies, GCS for German Cracking Service (who created one of the very first intros), RZR for Razor 1911 or RSI for Red Sector Inc. (which later merged with Tristar to become TRSI).

It become a competition between the individual cracking groups to create the best crack intro, in addition to the existing competition of who is first to crack and release a program, who created the best trainer (cheat) and other related things. Designers, musicians and coders joined the cracking groups for the sole purpose of creating great crack intros for the group. The poor treatment of those sections within the groups, which hailed and embraced great crackers, while merely tolerating a great coder of cool intros, caused frictions between the illegal cracking parts and the legal intro creating sections within cracking groups.

Separation from the Warez Scene
It was not for long that the intro coders, artists and musicians started to split off the cracking scene to create their own scene, own parties etc. This was a process that happened over time. It was not happening over night.

Around the same time were also productions released without anything else than the intro itself. Those productions had usually multiple parts and were called demos. Specifically long demos (one floppy disk side or more) were called mega demos.

From the "Lunchbox" to the "Girlfriend"
The Commodore 64 demo scene partially made the transition to the Commodore Amiga, although the C64 and Amiga demo scene existed parallel to each other for years to come. The Amiga demoscene really grew into something big in 1991, the year when the first demo party was held that had more than 1000 attendies, "The Party" 1991 demo party, held in December 1991 in Denmark. The demo that won the competion was "Oddyssey" by Alcatraz (a 45 minutes long demo that caused single handedly the introduction of the 10 minutes limit for demos from this point on), but the most memorable demo was probably "Hardwired", a joint production by the demo groups Crionics and The Silents.

The PC Demoscene
The PC demo scene development started around 1991. Before that did a few demo groups exist who created demos, such as the legendary "Spacepigs" who wrote demos using the 16 colors EGA graphics card (not mentioned in Tamas presentation, which is a bit sad). It wasn't before the VGA graphics standard with 256 colors capabilities became the de-facto standard for modern PCs that a demo scene developed. Also the poor sound capabilities of the PC (PC Speaker, later Adlib Sound and Tandy) were not providing the right environment for a demo scene to develop. This changed with the appearance of the SoundBlaster soundcard by Creative Labs in at the end of 1990, early 1991, that the PC became really multi-media compatible.

Early productions were the 1991 mini-demo by Ultraforce Development or intros by Brain Slayer. The first real great demos that came out where Chronologia by Cascada, Triton's Crystal Dream 1 and especially Future Crew's "Unreal", which was released at the Assembly 1992 demo party in August 1992. The PC demo scene cached up with the flourishing Amiga demo scene in 1993 with demos like Future Crew's "Second Reality" and Triton's Crystal Dream 2. The top demo of the Amiga around this time was Kefrens' "Desert Dream" demo.

Commodore released in 1994 the successor to the Amiga 500 and 2000, the Amiga 1200 and 4000, which had better graphics capabilities and a faster processor, but the company Commodore was already not very healthy anymore at that time and it wasn't for long that the production of Amiga’s was halted and the company went out of business.

Around 1996-97 occurred a mass migration of oldskool Amiga demosceners over to the PC. Windows 95 was just released a few years earlier and Windows 98 was also released at the time. For the PC also started to appear graphics cards with special 3D acceleration capabilities. The first demos that made use of that special hardware appeared around 1996-97.

The PC demo scene evolved and is still alive and kicking today. The Commodore 64 and Amiga demoscenes never died completely and will probably not die before the remaining scenes of those scenes die with it.

Demoparties
Although large demo parties such as Assembly in Finland and The Gathering in Norway are still being held annually (Assembly even twice per year now), did they faced the problem of being polluted by gamers who come to the demo party events to play multi-player games in a gigantic LAN party straight for several days, rather than to engage in a friendly and creative competition to show of programming, musical or graphical design skills. This pollution caused the appearance of oldskool scene parties like Breakpoint in Germany, which are small in comparison to the 5000+ attendees events like the mentioned, but are true to the original nature and purpose of demo parties.

Most of the stuff I mentioned in my post is mentioned in Tamas presentation, although some of the stuff I mentioned is missing. It also contains tons of stuff, which I didn't even touch on in my post. You should check it out.

The video is about 90 minutes long.



If you cannot play the embedded video for some reason, see it directly at Google Video at this URL.

Demo History Illustrated via a Demo
The demo "Obsoleet" by Unreal Voodoo, which was released at the Assembly 2004 demo party illustrates in an entertaining way the development of the demoscene from Commodore 64 over the Commodore Amiga to the modern day Windows PC. It shows early effects using sprites, star field simmulation, worm hole effects, real plasma and continues with labert shading (flat shading), then gouraud shading to phong shading.

I uploaded the video recording of the demo to YouTube and embedded it into this post as well. I am sure that you will enjoy it. It is certainly more entertaining than listing to a guy who is talking for 90 minutes, right? :)



Here is the backup link to video at YouTube.com.

For more information about "Obsoleet" by Unreal Voodoo, the winning demo of the demo compo at the Assembly 2004 demoparty in Finland, also links to download the original demo executables for MS Windows or Linux visit this page at the demoscene releases database at Pouet.net.

Back to ASCII Art Academy


Cheers!
Carsten aka Roy/SAC

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What is ANSI Animation or ANSImation?

People often confuse ASCII animation or ASCIImation with ANSI Animation or ANSImation and believe them to be the same. This is actually wrong.

ASCIImations are created by using programming (code) to move text characters around in a way that makes it apear like an animation or movement. Even text-mode demos that show text characters with ANSI color coding are not really ANSI animations, because they also use programming to make the characters move to get the desired movie or animation visual effects.

Back to ASCII Art Academy


True ANSI animations are not coded, don't use any programming language to create the effect of motion and only make use of some more specific and special escape sequences provided by the ANSI.sys driver of MS DOS. ANSI animations are not executables like text-mode demos, but plain and simple .ANS text files.

Smart Cursor Control
ANSI animation takes advantage of the build-in ESC sequences of the ANSI format to re-position the cursor on the screen to rewrite individual areas in a video-like sequence. ANSI.sys, the MS DOS driver that enabled the support for ANSI codes, also supported a number of other features that were helpful for the creation of ANSI animations.

Set cursor-position; move up/down/forward/backward for a set number of characters, save current cursor position, restore cursor position and erase line are the most important of those features. For a full description of the ANSI escape sequences supported by ANSI.sys, check out this text file.

Only few editors that supported ANSI animation are available. One of those editors is TheDraw, which is also my ANSI editor of choice for most ASCII and ANSI art pieces that I created. I use it since 1993 and still use it today once in a while. You can download the editor on my website and play around with its ANSI animation features, if you’d like to.

The "Speed Issue"
ANSI animations have one significant issue. The artist has no means to control the speed at which the animation is "played back". ANSI does not support fix time delays that are linked to the internal clock of the computer to wait for a set number of milliseconds, something most third generation programming languages support. The playback speed is entirely determined by how fast the system can read and display the ANSI escape sequences of the ANSI file. The speed if you load an ANSI from your hard disk by using the "type" command for example (with ANSI.sys driver loaded), is virtually instant. Even large ANSI files will be displayed within a fraction of a second.

In order to make the ANSI animation look like an animation is it necessary to throttle down the speed with which the ANSI codes and ASCII characters are loaded and then displayed on the screen.

The natural way to throttle down the loading speed of an ANSI at that time was the transfer speed of the modems of that era. The top speed of modems around the early 1990s was 9.6KBit to 14.4KBit. An 100KB ANSI animation would take a few seconds to download and just cause the necessary delays to bring the animation to life.

To show the effects of the longer loading time on an ANSI, caused by the slower download speed of a modem from that era, see this video. It shows a long ANSI downloaded with a simulated speed of a 14.4KB modem. It's not an animation and only a very long static ANSI, but it is perfect for the illustration of how ANSI animations were only made possible, because of the existance of the combination of available and needed ANSI.sys escape sequences for cursor movement and control plus the slow download speed of modems at that time to cause the necessary delays by which ANSI animations are being loaded and displayed.



The biggest takeaway from this simple fact is that creators of ANSI animations did not only have to consider which characters to re-write, overwrite and delete etc., but also for which download speed the animation will be optimized. If the animation was optimized for a download speed of 2,400 baud and downloaded with a 14.4KB modem, the animation would play much too fast. If the animation was optimized for 14.4KB and downloaded with a 2,400 Baud modem, the animation would appear like in slow motion.

ANSI Animation Artists Tracer/ACiD and Jed/ACiD
One artist who kind of specialized in this special area of ANSI art were the famous ACiD artists Tracer and Jed. They created a number of ANSI animations and were in my opinion the best ANSI animation artists who ever existed. They worked on some pieces together.

Tracer optimized most of his ANSI animations to be downloaded and watched by a user with a 14.4KB modem or at least 9.6KB for optimum playback speed.

Here is the video recording of one ANSI animation that was created for the BBS "The Bog" by Tracer/ACiD and Jed/ACiD in 1992.



Other ACiD artists who created ANSI animation were Tank, Fusion, Cerberus and Blade Runner. They created also some remarkable pieces of ANSI animation (they called it ANSI Movies back in the old days), but fell a bit short of the quality and ingenuity of the works by their group mates Tracer and Jed (IMHO).

Although ANSI was capable of some sounds, which caused the development of a small specialized scene, which created ANSI music, am I unaware of the existence of ANSI animations that also use ANSI music for sound effects and/or background music. I am also not aware of any editor that supported both of those features to help artists with the creation of such ANSI animations.

I dug up a number of old ANSI animation pieces (over a dozen of them) and currently work on converting them to video. Watch out for the ANSI Movies/ANSI Animation gallery here at RoySAC.com.

Update! Here are 21 ANSI Animations from various ACiD Production members. I did not embed the YouTube video for all of the 21 videos, because that would screw up some browsers. I added small thumbnail images with a direct link to the video at YouTube for each of the ANSI animations instead. Enjoy the show!


Tracer/ACiD
ACiD Productions

Tracer/ACiD
The Elders Craft World

Tracer/ACiD
SDA

Tracer/ACiD
Body Count

Jed and Tracer/ACiD
The Bog

Tank/ACiD
Agents of Fortune

Tank/ACiD
Inn of the Last Home

Sonic/ACiD
Why does iCE has so many members?

Sonic/ACiD
Spyrits Crypt

Jed/ACiD
Surburbia

Jed/ACiD
So-Krates BBS

Jed/ACiD
Midnite Oil 3

Jed/ACiD
Beyond the Realm of Reality

Jed/ACiD
Barter Town

Jed and Spectral Illusion/ACiD
Nuclear Wastelandz

Jed and RaD Man/ACiD
Street Spydrs

Fusion/ACiD
Badlands

Cerberus/ACiD
Evil Palace

Blade Runner/ACiD
The Cartel

Blade Runner/ACiD
Korova Milkbar

Jed/ACiD
ANSI Toons 2


And here is another fun bonus. I provided one of the ANSI animations with a voiceover including foley FX and all that hehe. I hope you like it.



Backup link to video at YouTube.com.


Back to ASCII Art Academy


Cheers!
Carsten aka Roy/SAC

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Schwags, Addictions and T-Shirts Acquired For Other Reasons

A colleague in the search marketing space with the name Tamar Weinberg had a "coming out" and admit her addition to "SCHWAG", the stuff you get for free at conferences or other promotional items sent to you by companies.

She dedicated a whole blog to her addition where she posted pictures and comments to all her trophies. Guess the name of the blog! ... right SchwagAddict.com! Uh, that was hard.. hehe.

I have some trophies myself. I also extend the definition of Schwag a little bit and include promotional material where I actually paid money for the privilege to carry somebody else's name or logo around for the whole world to see. :)

This pic shows the front of a BuyMusic.com T-Shirt ("get loaded", which has obviously 2 meanings here hehe), a Levelclick shirt, a Techsmith Snag-It Sweatshirt, which reads "Capture, Edit, Share" and can have a double meaning :) ), the front of a CT-Magazine short ("rtfm", which has actually only one meaning), a SES San Jose 2006 shirt, a Mister-Wong.com shirt (top right), a The Party 1997 short where I paid actually money for and a BDN shirt, which I had to earn (I won the fast-ANSI compo at BDN Party 3 in Berlin, Germany). You can also see some other stuff there, such as the "I'am feeling lucky" License Plate frame from Google (which they offered free of charge on their site at some time).



A closer look



Back of the Levelclick t-shirt saying "Stop Guessing Start Earning!" and front of the BuyMusic.com shirt. Also on the picture pens from Techsmith, WebmasterWorld PubCon and TheBlindNetwork.com.



Okay, here you can see what the "rtfm" on the CT-Magazine t-shirt means hehe. I won't spell it out here. CT is a German computer magazine btw., which is great. I still have a subscription and get it delivered here to the U.S.



Again the BDN shirt and a VNV Nation shirt (paid) and a The Party 1998 shirt (also paid). I had to throw away my The Party 1993 and The Party 1994 t-shirts unfortunately. They were damaged beyond repair from wearing them.



Mister-Wong.com shirt (got it via mail for my suggestions and feedback during their U.S. beta), The Party 1997 shirt again ("Batteries not included"), SES shirt and BDN shirt with not so shiny colors anymore.



TP98 shirt, Snag-It sweatshirt back side "take a screenshot, it'll last longer" .. oh ah.. okay hehe. Up in the corner my Star Fleet Academy shirt, which I bought at the Star Trek Experience shop at the Hilton in Las Vegas.



Oh, did I mention that I am a Cirque Du Soleil fan? ;) Here is the proof that I am meaning it! ... but wtf? What does the Google "black shirt" there? Spamming the CDS? God damn it! hehe.



Okay, the shirt on this picture were also all paid for. My deviantArt.com shirt, my Defcon worker shirt (I got two), an "Ex-Sysop" shirt in Amiga Oldskool ASCII characters and the two custom print T-shirts that I had made at Defcon. See my post about it.



So, that's it :)
Cheers!

Carsten aka Roy/SAC

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You Can't Stop Progress! Lessons from the Past

I was sorting some old zip archives on my file server when I stumbled across an old text file from October 1997 with the name "INETSUXX.ZIP".

I was intrigued and checked it out. The FILE_ID.DIZ provided already a glimpse of the things to come.

.-----------------------------.
| a short statement about the |
| actual bulletin board |
| system scene !!! |
| changes are needed! |
`------------------------------- -- -
|
COMMENT ON THIS FILE!­! :
~~~~~~~~~~~~~~~~~~~~~~~ .
_.:%[READ:IT]%:._

Here is the entire content of the included text file with the filename "CHANGE.IT!". It has two authors. The initial author who also created the ZIP file and started spreading it through other bulletin board systems is an anonymous sysop who is mad that the BBS scene was going down the drain and that everybody was switching to use the Internet rather than dialing a BBS.

It was modified and extended with comments by PigPen of Poison and Surge. He made some were good and forward thinking statements back then, even though his English language skills are not the best (the text screams for spelling and grammatical errors) and border-line PG13 language used. This is true for both guys by the way. I think it was how we really talked back then. I can't remember for sure, but the text refreshed some long forgotten memories in me.

Okay, here it comes, uncut and uncensored.

Original text....

this sux!

we had several times to change the whole thing... but no one of us
seems to care about the big problems comming over us! .. we tryed
to fight against this enemy of crime - but - most of us weren't
able to resist! ... so the wohle crap seems to go down.
should not we stand together and fight agains our worth enemy ?
the internet - which becomes bigger and bigger ... and seems to
destroy our nice bbs network scene (which seems not to be a net-
work neither a bunsh of friends). most sysops fight against each
other instad of putting their forces together agains the inter-
net.
so stand together ... and keep this scene alife!

a sysop! ...

Added crap cummin' up:

You're right!

Definately the Inter*et is huge and growing very fast. The _BIG_
problem is: It's simply more popular than the BBS-Scene, and you
really can find there everything, even things, you really don't
WANT and surely never NEED. Also it's really simpler to use than
dialing BBS'es...
And there the whole shit goes: I-N*t is becoming a mass-media
like TV, and if someone complains about shitnet, he also could
shout out: 'Read books! Sell yar TV-Set!' Stupid thoughs, but true.
But on the other hand, sucknet is SLOWER, BUSIER, easier HACKABLE
and much more EXPENSIVE.
By the way, ever thought about all those _really_ lame dudez, who
moved to blamenet, and doesn't bother you anymore? ;)
Back to business...
So we all hate lamenet, and wanna _FIGHT_ against?
( I mean <fight> not <complain> !­! )

- What about heavy announcing for our boards in hmpfnet?
- What about email support per BBS?
- What about firin' up _ONE_ huge net like good old GSN, CDN or DGI?
- What about making our boards easier to use?
- What about making our boards friendlier?
('What means ICE?' , 'Be sure you have a good reason to page!' ,
'No beginners!' , or those ratios we have but glblbnet don't)
- What about all those suckers, who would call and give the
remaining scene the rest?!?

But what's about the _meaning_ of 'The Scene'? Is the scene a
huge mob of people who call BBS'es and spread drivers and chat
about Java, HTML, sexdolls and helicopters?
Or is the scene a small crowd of active, friendly and sometimes ;)
productive freaks with abilities, not only a mouse to click with?
I'd really prefer the second...
Also if you want to keep the scene together, a first step would be
to sign with your handle, not with <a sysop>.
Imagine all those dudez, who have the same opinion like you,
and don't know, who you are... Nice, 'eh?

Pressin' all this in a short sentence:
[Internet grows, Scene selects.]

PigPen^Poison^Surge

Yep, the good ol' days, gone forever. I can feel the anonymous sysop, because I used to be one myself and watched it all go to hell without anybody even blinking or saying anything. But when I saw it in 1997 in greater detail, I knew that the times for bulletin board systems are coming to an end. Note: I saw the Internet already before 1997. I used the Inet for the first time via CompuServ and the second time via a BBS Door :). But it took me a bit to "get it" to the full extend.

You can't change things back to what they were. The genie was out of the bottle and there was no way to put it back into it. Resisting progress is a natural but bad reaction. If you don't stop fighting progress a.s.a.p., the progress will eventually simply roll over you and leave you behind in the dust. Progress cannot be stopped, it can only be delayed! Remember that!

Cheers!
Carsten aka Roy/SAC

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SAC Updates and Site Content Additions

This post is already over one week overdue, but I just didn’t find the time for it until now. I have several news that I like to share.

SACtros Complete
When I was writing about the SACtros video section here on my site, did I mention that I was not able to get one SACtro to work and asked for help. Well, I got help and thanks have to go to Ben Garret from Defacto2.net (the PC warez scene archive). He created a video capture of the missing intro for me and I was able to produce the final video with music and all and put it up on the site.

I also found a few more SAC VGA logos, which I put up on the designated gallery for them. The logos I included were created by Kenet, Dream Design and Hetero.

Complete All-Time SAC Member List
I got 2 weeks ago in contact with an active SAC member with the name Dipswitch who is a musician and ANSI artist who joined SAC around April 2002. I got in touch with him via Facebook.com and hope that he will be able to help me with my complete SAC member list. I already spent a bunch of time on collecting data and information. The member list is suppose to contain everybody who used to be a member of SAC during its 14+ years history with information about what they did, where they were from and optional contact information etc. From what I collected so far, were 115-120 people members of the group over time. Not bad, eh?

Dipswitch is also pretty busy at the moment, but I hope to get something going by early next year. If you are a current or former SAC member who wants to help with that list, contact me. I created a spreadsheet at Google Docs and Spreadsheets where I can enable access to other Google accounts for collaborate editing.

ASCII Art Academy Additions
I also extended the ASCII Art Academy by two more articles.

The first article is called "ASCII Art Frequently Asked Questions v3.0.3.19" and is a very comprehensive guide to ASCII art on Usenet. It is limited to 7-bit ASCII art for that reason.

The second article is called "The File_ID.diz File Frequently Asked Questions" v1.9 by Richard Holler. It explains in great detail the origin and usage of the file_id.diz file in file archives for bulletin board systems. I chuckled a bit when I read that only 7 bit ASCII characters are allowed for the file_id.diz, because the PC warez scene ignored this and started using block/high ASCII characters in their file_id.diz files as early as 1993.

I am still looking for tutorials for Block/High ASCII art and ANSI art. If you know about or have any good tutorials about this somewhere, please let me know.

For my German Friends
I also added two more pages to the site, but they are quite hidden and not easy to find. Somebody at deviantART.com brought up the subject and I knew that I have it flying around as text files somewhere. So I decided to put them up.



What am I talking about? The infamous "Szenebeobachter" disk mags for the German warez scene from 1997. They are written in German language, but you have to be somebody from Germany who was active at that time anyway to get the humor. The SB was not taking things too serious. I put up issue 1 and issue 2 on the site. I am not sure if they ever released more than those two.

Cheers!
Carsten aka Roy/SAC

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Perspective Projection on the Computer

Perspective projection is a means of representing something that is three-dimensional in a two-dimensional space, or in other words the representation of 3D in 2D, something we are all familiar with from the computer of course and also TV, photographs, paintings and drawings.

A basic rule of perspective projection is that something that is further away from the viewer at a three-dimensional space is “smaller” in the two-dimensional representation and “larger” if it is closer.

This holds true even for seemingly two-dimensional objects in the 3D world, like a flat painting from the front. Now everything in the real world is three-dimensional, but some things do not appear that way, or at least not much, to the human eye. If one dimension is too small, an object will appear two-dimensional to us.

Axonometric Projection
If the object is really “thick” or “deep” or we know from experience that the object is that way, a representation of the object in 2D is enhanced if not only one side (or two dimensions) are shown, the width and the height, but also the part of the side that we determine as the “depth”. Axonometric projection is the term used in geometry to describe the representation of an object with two or more “sides” visible to get a feeling of its width, height and depth.

There are three main sub forms of axonometric projection, which are isometric, dimetric and trimetric projection. The difference between the three is the angle and perspective of the viewer to the object.

In isometric projection for example, the angles between the projection of the x, y, and z-axes are the same or 120-degrese.

In dimetric-projection, only two of the three axes in space must be foreshortened equally, while the angle and scale of the third axis can vary.

If all three axes appear to be foreshortened differently, we talk about trimetric projection.

click to enlargeShort summary
Isometric = angles for x, y, z are the same, dimetric = only two are the same, trimetric = none is the same. See the illustration that shows an example for each type of projection.

Each of those types of projections were a pain and difficult to master for early computer generations, because the math behind them is very complex.

The Cheat: Oblique-Projection
Early computer generations used often oblique-projection for simple 3D effects, because it was relatively easy to do.

One way to draw using oblique-projection is to draw the side of the object you are looking at in two dimensions, i.e. flat. Then draw the other side’s at an angle of 45 degrees, but instead of drawing the sides full size, you only draw them with half the depth. This 45-degree angle was easy to manage.

Think about a computer screen as something like a checkerboard and draw an imaginable square on it. To draw the third dimension lines, you simply start at a corner, go one square to the side and then one square up or down, depending on the angle. You repeat this until you marked the number of squares that represent half of the actual length of that side. Drawing a proper line if the angle is different from 45-degrees becomes difficult. See the illustration that shows lines at different angles on a computer (click on the image to enlarge it).



The beauty with the simple 45-degrees oblique projection was that you do not have to do any vector calculations. Vector calculations take up CPU time (a lot, because of the needed divisions and work with floating points, something older computers were unable to deal with), nor did you require sophisticated line drawing algorithms like the famous Bresenham algorithm.

The Commodore 64 for example did not have a floating-point unit. The C-64 CPU was not able to do any kind of floating point operations, which was the reason why real-time 3D-animation did not exist on this machine (until much later, when smart coders used tricks to work around that problem to create visual effects that look like 3D vector graphics.

Seeing Pixels? Missed the Anti Aliasing, eh?
Even if you got the stuff calculated and the basic lines drawn was there still a problem. If you draw a line that is not 45deg on a computer screen pixel will become visible badly (the Bresenham article shows it nicely). In order to compensate for this side effect had to be used another, even more complicated method be used, which is generally known as anti-aliasing.

Anti aliasing is a trick for the human-eye, which makes sharp edges appear blurry and if done very well even soft. If this is combined with motion (what is even harder to do), the human eye will not notice this blurriness anymore and the edges will appear clean and sharp as they did when it was a simple 45deg angle.

It is more challenging if the angle is anything else but 45-degrees, for the programmer who tries to get a 3D-object on the 2D screen and also for the artist who tries to do the same thing with a single picture.

Thanks God for FPU and Photoshop
Computers became more powerful and most home computers today have 3D acceleration build into their graphics card in addition to one or more powerful CPU with special floating-point calculation unit. The artists got help too. Modern graphical applications provide build-in features for anti-aliasing. This was done by hand in the past.

Anti-Aliasing by Hand
Have a look at the famous “Fairlight” logo pixeled by Angel Dawn on the Commodore Amiga in a resolution of 320x256 and only 32 colors. There were no build-in features for anti-aliasing back then. The artist had to do it himself by setting additional pixels with the right color next to the pixels of the actual line. I enlarged one corner of the logo that you can see how he did it. Remarkable, isn’t it?

For additional and even more remarkable example of hand done anti-aliasing and pixeling, check out my post about the art by Dream Design from last summer. Yes, believe it or not, all of the images were hand pixeled. No Photoshop was used and no, those are not digital or scanned photographs either.


Cheers!
Carsten aka Roy/SAC

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Welcome to the ASCII Art Videos

I added a new page to my site, which is dedicated to show videos that are about or related to text art and the subject that surrounds it, including the BBS scene, the demoscene and of course SAC, Superior Art Creations.

Visit the new ASCII Art Videos Section at RoySAC.com/videos/.

The section launched with 10 videos.

The first one is "The Art of Textmode" - Text Art History, a presentation at the Assembly 2004 Demo party in Helsinki, Finland by Christian Wirth aka RaD Man. I referred to that video earlier already in a blog post of mine from February and decided to put it somewhere on the site where it can be found more easily.

The second one is a short video by Creature of Hell/SAC - The Movie from 2001, showing off some of his pixel art skills.

The main part of the section is made up by the six videos, which represent the complete content of Jason Scott's 3 DVD long documentary titled "BBS - The Documentary". No, it's not an illegal copy of the DVD's. Jason put them up himself on Google Video, because he released the documentary under the creative commons licensing model to make its content easier accessible. Jason does of course appreciate support for his cause(s), which are surrounding the subject of BBS and actually were the triggers for him to create the documentary in the first place. You can support him via buying the real DVDs, pressed, not burned, with nice wrapping and paper box for example. You can get it via his website here or from Amazon.com, if you prefer them for any reasons.



Then I also put up two good examples of ASCIImation, which means animated ASCII or ASCII animation. The examples show two songs by more or less famous musicians who used ASCIImation for their music videos.

More videos will be added over time, especially videos of the old SACtros and cracktros the group did for others and which can not be started and watched on modern PCs without emulation of the old MS DOS operating system.

Btw. I extended the SAC section of RoySAC.com a little bit as well. I added more content and also found two music-disks that were released by SAC members when I was not part of the group anymore. I found them by accident and put them up on my site of course. :)

Cheers!
Carsten aka Roy/SAC

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Major Site Expansion and New SAC Section with Art Packs Page

I spent quite some time to update content at my RoySAC.com Website. I wrote a whole ASCII art primer article to give you an idea what I am talking about in general. It is for people who do know little or nothing about ASCII/ANSI art, the artscene and the warez scene it operated in.

The biggest addition is the new SAC section, which is dedicated solely to everything related to Superior Art Creations, the art group, which I founded in 1994.

You can find there SAC VGA logos created by SAC members for the group, as well as ANSI logos and ASCII logos, which were created for internal purposes of the group.

The largest addition overall was the new SAC art packs releases page. It shows all 34 SAC art packs, which were released betweeen December 1994 and December 2005, the packs File_ID.diz, download links to the pack files, links to the SAC.NFO files for detailed information about each pack and a brief description for every release.

The descriptions are more detailed than I had originally planned. Because of that, does the page act as SAC history page for now, until a better SAC history page is being created one day. There are some "holes" in it, but I hope to get the missing information and will then update the page accordingly.

I updated pretty much every page of the site, including the home page, the Roy/SAC art page, the shop, the downloads section, the links page and the gallery pages (ASCII Art, ANSI Art, Best Of and VGA Art). The Website navigation was overhauled and has now a much slicker look than before. Here is a partial screen shot of how the navigation of the site looks today.



I hope you will enjoy the "renovated" and massive expanded RoySAC.com site. Let me know what you think about it, negative feedback is as welcome as possitive.

Thank you and Cheers!

Carsten aka Roy/SAC

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Introduction to the World of Demos

The demoscene is huge. The demoscene is international. The demoscene spans across all computer platforms, including game consols.

However, the existence of something like the demoscene is unknown to most people.

Table of Contents


Introduction


Let me introduce this vast scene to you via a few hand picked examples of the releases produced by the demoscene during its early days and prime.

The demoscene is active to this day and produces exciting entertainment even on platforms that are not available today anymore. Most current productions are nowadays for the IBM PC and run on any standard Windows XP machine with DirectX and Direct3D compatible Graphics Cards with 3D Accelleation and DirectSound compatible Soundcard.

The Demos presented here are for much older platforms and can not be replayed without special software and some special computer knowledge on modern PCs; but thanks to Google Video and YouTube is that not a big problem today, because it enables me to show you the Video recordings of those old productions as if you were running it on those old machines yourself.

The Videos were created by other Demosceners and are available on DVD for purchase. The Commodore 64 production was taken from the "Digital Memories" DVD, the Commodore Amiga productions were taken from the Mindcandy DVD Volume 2 and the oldschool PC Demos were taken from the Mindcandy DVD Volume 1.

Enjoy!

1. The Commodore 64


The following C64 Demo and more can be found on the DVD titled "Digital Memories", which can be purchased at Amazon.com. There is no need to get an original Commodore 64 computer with Floppy Drive and original Demo Diskettes.

For people who want to learn more about C64 Demo releases, the Groups that created them and more, visit the CSDB - The Commodore 64 Release Database created by C64.org.

Tower Power by Camelot

Release Year: 1994
More Information: CSDB entry
Download original demo: Zip archive

The 1994 Commodore 64 Demo Tower Power by Camelot, who are legendary in the C-64 demoscene. The Demo was first presented at The Party 4 in Herning Denmark. Slammer of Camelot was the coder of this great The Party release. The Demo won first place in the C64 Demo Competition.

Credits
Coder: Slammer
Music: Jeff
Graphics, Charset: Kring
Graphics, Charset: Neptune
Graphics, Charset: Rob
Graphics: Vic
Loader: Glasnost



2. The Commodore Amiga 500


The following Amiga 500 demos were taken from the Mindcandy DVD Volume 2 - Amiga Demos. The DVD contains a lot more Amiga Demos and can be purchased at Amazon.com without the need to get an old Amiga 500 computer and floppy discs to enjoy the best demos from this platform.

For people who want to learn more about the Amiga demoscene and its releases, check out Amigascene.org, the Amiga Demoscene Archive (ADA) or the Amiga Demos Podcast.

Hardwired by The Silents & Crionics

Release Year: 1991
More Information: Pouet.net entry
Download original demo: Disk 1 & Disk 2

Legendary Commodore Amiga 500 demo from the year 1991. Silents and Crionics created the demo Hardwired in a joint partnership project and presented it at The Party 1 in 1991 in the Amiga demo competition. It won 2nd place, right behind the demo "Odyssey" from Alcatraz. The Alcatraz demo might have won the competition, but most people do like Hardwired much more than they do Odysey. The reason for that is simple: While Odyssey was a 45 minutes long curiosity (which is very repetitive), is Hardwired an well designed piece of hard-core coding and pleasant entertainment.

Credits
Coder: The Spy
Coder: Deftronics
Coder: Guzzler
Coder: Murphy
Coder: Saxs
Graphics: Mikael Bale
Graphics: Sionic
Graphics: Zycho
Music: Jesper Kyd



State of the Art by Spaceballs

Release Year: 1992
More Information: Pouet.net entry
Download original demo (DMS File): Amigascene.org

The demoscene newcomers Spaceballs surprised the visitors of The Party 2 at Aars, Denmark in 1992 with their music video like looking techno track demo for the Commodore Amiga 500 and won the first place in the Amiga demo competition. The Demo became even that popular outside the realm of the Demoscene that it was shown on the popular Music TV Channel MTV.

Credits
Coder: Lone Star
Coder: Major Asshole
Graphics: TBM Designs
Music: Travolta



Desert Dream by Kefrens

Release Year: 1993
More Information: Pouet.net entry
Download original demo (DMS files): Disk 1 & Disk 2

Desert Dream by the demo grouup Krefrens, the legendary demo for the Commodore Amiga 500 computer from 1993. It is considered by many to be one of the best demos ever made for the Amiga 500. Better Amiga demos followed, but those were created on the more powerful Amiga 1200 and compatible.

Credits
Coder, Musician, Gfx: Laxity
Graphics: Airwalk
Graphics: R.W.O.



3. The Old School IBM PC (MS DOS)


Without 3D Accelleration!

The PC Demo videos were taken from the Mindcandy DVD Volume 1 - PC Demos 2 DVD Discs Set, which is available for purchase at Amazon.com.

For people who want to learn more about the IBM PC Demoscene visit Scene.org, which has a huge File archive, scene and Demoparty news and much more. Also check out the Demoscene releases database and community at Pouet.net.

Somewhat releated, which is the reason why I mention it here, is the Defacto2.net Scene Archive for the IBM PC Warez Scene, which includes information about the individual Warez scene groups, Cracktros, Artpacks (ANSI and ASCII) as well as NFO files from Game releases.

Further Information about the PC Demoscene


Second Reality by Future Crew

Release Year: 1993
Hardware for Original Demo Presentation: Intel 486 33Mhz, 4 MB Ram, 1 MB Graphics Card (ET400 by Tseng Labs), 1 MB Gravis Ultrasound Soundcard
More Information: Pouet.net entry
Download original demo: File 1 & File 2

This is the world famous PC Demo "second Reality" by the Finish Demo group legend "Future Crew". The Demo won with huge distance to its next competitor the Assembly 1993 demo competition in Finland. The Demo was not available for download right at the party, which caused rumors that Future Crew was cheating by adding extra hardware to the presentation computer (FC was one of the organizers of the demo party). That was of course not true and the rest is history

Credits
Coder: PSI
Coder: Trug
Coder: Wildfire
Graphics: Marvel
Graphics: Pixel
Music: Purple Motion
Music: Skaven



Verses by Electromotive Force

Release Year: 1994
More Information: Pouet.net entry
Download original demo: Scene.org

Machine requirements for original demo
- a 386sx CPU; 486 or faster recommended
- a VGA card; VLB or PCI recommended
- a hard disk; RAM disk recommended
- a Gravis Ultrasound card for music
- 400 kB of free base memory
- 1 MB of free high memory

PC Demo "Verses" by the Finish demo group EMF - Electromotive Force, which won the 1994 demo competition at the Assembly 1994 demo party held in Finland. The demo included some funny image manipulations of a picture of Microsofts Co-Founder and Chairman Bill Gates. Everybody but Bill Gates himself had a good laugh. After all, he deserved it, especially after making (in)famous statements like "640 KB (Memory) is enough for everybody". The last parts of the demo include some of the best phong shading at the time.

Credits
Coder, Graphics: Saracen
Coder, Graphics: The Grim Reaper (TGR)
Coder: Devastator
Coder: Saint
Music, Graphics: Whalebone
Graphics: Shaman & Kerberos
Graphics: Vortex



Dope by Complex

Release Year: 1995
More Information: Pouet.net entry
Download original demo: Scene.org

PC Demo by the legendary demogroup Complex from 1995. The Demo won the first place at The Gathering 1995 demo competion. The statement "Complex, World Domination" might have been true when the demo was shown, but that domination was only very short lived. The Demo "Stars" by Noon took over that position only a few months after the release of "Dope" in the Summer of the same year.

Credits
Coder: JMagic
Music: Jugi
Graphics: Reward



Stars: Wonders of the World by Noon

Release Year: 1995
More Information: Pouet.net entry
Download original demo: Scene.org

"Stars" by the French demo group with the name "Noon" is a PC demo that was created in 1995. The demo has a weird sound, but the effects were top notch at the time. The demo won 1st place at the Assembly 1995 demo competition in Helsinki, Finland.

Credits
Coder: Karl
Coder: Barti
Graphics: Ra
Music: Groo



4. Remakes


It is said: Plagiarism is the highest form of flattery.

Proof for this statement are the following productions, which are remakes of famous demos from the Amiga 500 and IBM PC (the originals were introduced above). Two of the remakes were done on the much slower and powerless Commodore 64 computer and the other one is a high end and top of the line animation that was just recently done. Each remake tried to remain as close as possible to the look, feel and sound of the original as possible. Those remakes are not attempts of creating a cheap knock-off, they were created because of true and pure appreciation of the original works.

Second Reality

Original Demo by: Future Crew
Original Platform: IBM PC
Original Release Year: 1993

Remake by: Smash Design
Platform: Commodore 64
Remake Release Year: 1997
More Information: CSDB entry



Desert Dream

Original Demo by: Kefrens
Original Platform: Amiga 500
Original Release Year: 1993

Remake by: Mat Recardo and Chris Crusher
Platform: ALL (Animation)
Remake Relase Year: 2007



and another remake of Desert Dream

Remake by: Resource and Chorus
Platform: Commodore 64
Remake Release Year: 2007
More Information: CSDB entry



Conclusion
The demoscene produced thousands of releases for all computer platforms that ever existed, including game consols. There is a vast and rich world to explore out there. I tried to provide you with a small glimpse of it and hope that I was able to spark some interest into this hidden world that is unknown to most people. I hope that you were at least entertained by the productions I presented to you today.

Demoscene Resources

Cheers
Carsten aka Roy/SAC

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ASCII Nudes Collection - 30 Years of Naked ASCII Art

I was going through some of my ASCIIs in my vast archive and found a number of "interesting" pieces. Who said that ASCII text art is boring?

Guess what, its actually pretty exciting at times. You have probably not seen some of the great pieces of nude ASCII art yet. Luckily for you did I spend the time to collect the best pieces of Nude ASCII art available from around the world and over 30 years.

I created a special page for it on my site. The collection consists of 20 pieces of the finest nude ASCII text art showing naked girls. Some of the pieces are surprisingly realistic.

I am proud to be able to present them to you here and now. You can choose between the display with white background and black font (default) to emulate the look under Windows (like with Notepad) or black background with white font (invert), which emulates the original DOS to some degree (Note: MS DOS did not have a white font as default. It was a light gray, but who is checking? hehe)

Special "Boss Key" Feature
Remember the old days where some programs had a "Boss Key" feature that switched from whatever you were doing to something totaly innocent if you clicked it?

It came in handy when your parents or your parents "other" child entered the room to check what you are doing. Guess what, the "Boss Key" is back :).

You will notice the "Boss Key" to the top right when you open the gallery page. It will stay with you, even if you scroll to look at the ASCIIs. Click it and the page will turn from Rated:R to Rated:G in an instant. The Button will change to "Home", just click it again when everything is safe again and continue where you left off :).

Where is the link? Okay, here it is.

ASCII Nudes Collection - 30 Years of "Naked" ASCII art

One Example

And to show you that I am not kidding, I will show you one of the 20 pieces to demonstrate what I am referring to. Remember, there are 19 more, where that one came from hehe. Voila, "Miss MORGANA". :)



.:IIIIHIHHIHHHII::I:.
.IIIIHIHHHHHHIHIIIIMHHI:,
:IIIIHIHHHHHHMMHHIHHIIHHIII:.
.:IHIHHHHHHHHHHHHHIHIHHIHHHIH:I:,
,.:HIHHHHHHHHHHHHHHHHHHHHHIHIHHII:.
,.:IHHHHHHHHHHMMMMHHHHHHHIIHHHIHIII,
.:IIHHHHHHHHMMMMMHHHHMMMHHMHHHIIIHIIII:
.IIHHHMMMMMMMHHMMMHHHMMMHHMHII:HHHII:I.
:HIHHHMHMMMMMMMMMMMMHMHHHHII:HHMMHII:II
:HHHHMHMMMMMMMMMMMMMMMHIIHIHHMMHHHHII::I:
:IIHHHHHMHMMMMMMMMMMHMMHIHMMMMHHHI:"::IIHII:
:IHHHHHMHMMMMMMMMMMMMHHI:II::I:"' . '"IHH.
::HHHHMHMMMMMMMMMMHMHHI:II::.' . 'VMA.
IHHHHHMHNMMMMMMMMHMHHI:II:. . . "MMH.
HHHHHMHMMMMMMMMMMHMHI:I::.' . . . .,MMM:.
HHHHMHMMMMMMMMMMMHMHI:II:. .. . ..LI:"IMMI.
HMHMMMMMMMMMMMMMMHMHI:II.'. :HT;.,, VHI:
HHHHHMHMMMMMMMMMHMHHHI:HMHII:,. ':,MHP"HPIHII.
IHHHHMHMMMMMMMMMHMHHHII::IT:.I:. 'HMMH ,:" VII:
:HHHHHHHMHMMMMMHMHHHHIIMMMPVHI::. .P"TIT"' IH:I
HHIHHHHHHMHMMMMHMHHHHH:VMMM:.HI:H:. :. . . . II:I.
:HHHHHMHMMMMMHMHHHHIIHMMHHI:.:HI:. . .. . :III;
IHHHHMHMMMMMMMHHHHHI:IT:TI:..:HI:.. ..:. . :IHII
IHHMHMMMMMMMMMMMHHI:I::.:. ..:II::.. :I.. :HIIH.
'HHHMHMMMMMHMHHHH:II:.. ...:II:II./'::.' IHHIH;
HHMHMMMMMMMHMHHHH:I:I::....::VIHI;, ' . . IHHIHA
MHHMMMMMMMMMHMHHH:II:::...::II:::.;,,,: AHHIHH;
;HHMHMMMMMMMMHMHH-:II::..:::I::"",,:"'' .HHHIHHI.
'HHHMHMMMMMMMMHMHHA:II:.:H.::-"'""' ,'. .AMHHIHHH;
:HHMHMMMMMMMMMMHMHA:II::.::::-;,,:: .. :AMHI:IHHI
'HHMHMMMMMMMMMMHMHHA:III:::II:II::. . .AMMHI:IHHH.
:HHHMHMMMMMMMMMHMHHA:IIIHII:.:::. . .AMMMHI:IHHH:.
'HHMHMMMMMMMMMMMMHMHHHI:":VIII::...:AMMMMHHI:IHHHI
;IHMHMMMMMMMMMMMMMHMHHII:. '"" 'AMMMMMMMHI:IIHHH:I.
:IMHMMMMMMMMMMMMMMHMHHHII:. .:IHMMMMMMHHHIHIHHHI::.
;HHHMHMMMMMMMMMMMMMMHMHHHI:..IHHMHMMHHHHHIHHHMHH;I:".'
;HHHHHMHMMMMMNMMMMMMMHMHHHI::.HHHHMMHHHHHIHIHHHHHI:'
:HHHHHHHHMHMMMMMMMMMHHHMHHHI:IHHMHMMHHHHHMHIHHHHIHI;
;HHHHHHHHMMHMMMMMHMHHMMHIHMI:IIHHHMHHHHMHMHIHIHHHHI:.
IHHHHHHHHHHMHMMMMMHMHHMMHHMMII:IHHMMHMHHHHMMHMHMHHHH;
;HH:":IHHHHMHMMMMMHMHIHMHIIMMHI:IMHMMMI:HHHHHMMHHHHI:I.
;HV" . .:IIHHHMMMMMMMHHHMMHIIHMHHI:HHHMHI:IHHIHHIHHMHI:II;.
;IV" . .''":VMMMMMMHMHHHMMHI:HHHHI:HHHIHI:IHHHHHIHHHIHII;,
.II" .. . ':VHHHMHMMMMMHMHHI:HMMHI:IHHHI::IHHHI:HIHHHI:I:.
.II . . . . . ':HHHHMHMMMHMMMHIHIMMMHI:HHHMI:IHHHIHI:HHHHII:I.
.;V' . .. . . 'IHMMMHHMHHHMMMHIHIHHHHI:IHHHI:IHHHHHIHHHHHIIHII:.
.:I" .. . . . :IHMMMHHHMHHIHHHI:HHIHHHIHIHHHAIHHHHHHI:HHHIHII:.
'..: . . . :IMMMHMHHIMHIIHHI:IHHI:IHHIHHHHIHIHHHHIHIHHHHIHI:.
.: .. . . . ..:IHMMMHMHMHMHHHHMHIHHI:.IVIIHHHIHHHHHHHHI:HIHHIHII:.
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. :::I.:::III:I:::.::.. .:MMHHMAIVHHIHIIIII:I::::....:::.::::
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.::IIHH.II:::II:I::::.:...MMMHMHMAIVHHHHHIHII:I:::..::::::HV
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:IIHIHHA.VIHII:I:::::::...HHHHHHIHI::":VHHHII:I:::...:-'
IIHIHHHHI.HHIHII:I:::::...HHHIHII:' . .'"VIIIII::-'
IHIHHHHH-:HHIHIIII:I::.:..HIHI::. .. ...:"
HIHHHHIHHH:HHHIHIIII:I::.:HII:'. . ..:"
HHHHHHMHHHIHHHHHHIHIII::.IHI:. . ..:-.,
HHHHHHHMHHIHHHHHHHIHII:..II:' . .:" ''"-.
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MMMMHMHHHHIHHHHHHHHHHIH:I:.:.,::AHIHIII:I::::::::...... . . ...::,
MMMHMHHHHHIHVHHHHHHHHHIII::.:.:AHHIHIHIIIII:I:::::::.:....... .. ...::.
MHMHHHIHIIII:HHHHHHHIHII:I:. :AHHHHHHHHHHHIHIIHIIIIIII:I::.:..... ..::.
HHHHIHIIII:I:HHHHHHHHIHII:: .IHHHHHHHHHHHHHHHHHHHHIIHIII:I::::::::::::.
HHIHIIIII:I::VHHHHHHHIHII::. :MHHHHHHHHHHHHHHHHHHHHHHIHIIHIIIIIIIIIIIV
HHIHIIII:I::::MHHHHHHHIII::.. MMMMMMMMMMMMMMMMMMMMHMHHHHHHIIHIIIHIIIV'
HHHIHII:I::I::MHHHHHHIHIII:: .HHIHHHHHIHHHHHHHHIHHIHHHIHHHHIHHIHIHHV'
HHHHIHII:I::::HHHHHHHIHII:I:. MHHHIHHHHHHHIHHHHHHIHHHHHHHIHHHHHHHHV'
MMHHHIHIII:I::HHHHHHHHIHIII: .:MMMMMMMMMMMMMHMHHHHHHHHHHHHHHHHHV:'
II:IHMHHI::::AIHHHHHHHHHIII::. MMMMMMMMMMMMMMMMMMMMMHMHHHHHHHV:'
III:IHMHIAMMMIHHHHHHHHHIHII....MMMMMMMMMMMMMMMMM--"""''
IIIII:I:IIHMMMMMHHHHHHHHHHHII:::"""""""""""""''
IIIII:I:II:.T, 'VHHHHHHHHIHI:::
IIIHIII:I:::.:, :HHHHHHHHHHIHII
IIIIII:I::::::., VHHHHHHHHHHIHI
IIHII:I::::.:..., 'MMMHMHHHHHIHI.
IIII:I:::::.:....:.VMMMHMHHHHHIH.
IIIIII:I::::::.:..:.MMMMMHMHHHHH:
IHIIIIII:II::::.:.:.VMMMMMHMHHHHA.
IIIHIIIHIII:I::::.:..VMMMMMHMHHHHA
IIIIIHIIIIIII:I:::.:..VMMMMHMMHHHH. Miss MORGANA
IIHIIIIIIHIIIII:I:::..IMMMMMMMHMHHI
HIIIIIHIIIIIIIII:I:.:..VMMMMMHMHHI:.
HIHIIIIHIIIIIHIHI:I::..IMMMMHMHIHI:.
HHIHIIIIIIHIIIIHIHIII:.:MMMMMHMHHI::
HHHIHHHHHHIIIIIIHHHHIHI:MMMMMHMHHII:
HHHHIHIIIHIIIIHIHHHHHHHI..HHHIHIIHI:.
HHHHHHIHIIIIIIIIIHIHH..IHHHHIHI:III:,
HMHHHHHIHIIIIIIIIIHIHMHHIIHIIHI:II:::,
MMHHHHHHHHIHIIIIIIIHMIHIIHHIIIHI:I::..,
MHMHMHHHHHHHHHIHIIH.;I:IIIHHIIHHI:::::.,
MMMMMHMHHHHHHHHIHIH;I:IHIHII:HI:HII::.::.
MMMMMMMMHMHHHHHHHIH;I:IHMHI.:HIIHI:II:IHA
HMMMMMMMMMHMHHHHHHVI::IMHIHHHMH:IH::I:IHH.
HHHMMMMMMMMMMHMHH;I:HHIMHHHHMHHIHHI.:AMHI:
HHHHMMMHHHHMMMMM;I:IIHHIIHAIIIHI:HI:HA:IHI
HIHHHHMMMHHHMMM:II:IMHHIIMIHIIIHIHHIHMMH.I

Enjoy!
Carsten aka Roy/SAC

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PCBoard BBS Software

Something else was even longer on my to-do list than the post about leveraging sites like deviantART for online marketing.

It has been on my list for over one year now and I also got finally around to do it. What am I talking about? The article to the PCBoard BBS Software at Wikipedia.

I extended the article significantly and also added a photo of the box of the software, which I took myself with my digital camera. You can see the picture here in the post as well. For the folks who don't know, I used to run a BBS myself called "Closed Society". I wrote about it on the homepage of my RoySAC.com website.

I used as BBS Software PCBoard. First via multiple PC's under MS DOS and then all Notes on one machine running under IBM OS/2 Warp. The BBS was up 24/7 for over 2 years in my one bedroom studio. Did the noise of the running computers bother me when I was asleep? Actually quite the opposite.
I had a problem sleeping when the BBS was shut down and offline.

PCBoard was a great software and the best thing about it was the availability of its own script language to change the look, feel and behavior of the BBS. I wrote and published a bunch of tools myself. You can download all of them here.

I launched the BBS shorty after SAC was founded. The existence of the BBS did cause me to create more ANSI art than I would probably have done without it. So it was kind of a good thing to have a BBS of your own and do ANSI text art. It also did not make me depend on the time and talents of other artists hehe.



Clark Development, who created the software did unfortunately go bankrupt in 1997, the year when I shut down my BBS. They saw the reign of the BBS coming before most sysops at the time (including me) and started development on a product called PCBoard Metaworks, which was the attempt of the creation of a BBS like environment on the internet. The product was not finished to save the company. It died together with the company and never saw the light of day.

That's fate I guess, but no whining will change anything and we have to move on.

Cheers!
Carsten aka Roy/SAC

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Beck ASCIImation and a Walking Man 7-Bit ASCII

I came across two cool examples of ascii art made entirely out of 7-bit US-ASCII characters only, using only letters, number etc.

As a refresher, here is the complete US-ASCII character set.


US Charsset - ascii 32 (space) to 126 (tilde ~)

! " # $ % & ' ( ) * + , - . /
0 1 2 3 4 5 6 7 8 9 : ; < = > ?
@ A B C D E F G H I J K L M N O
P Q R S T U V W X Y Z [ \ ] ^ _
` a b c d e f g h i j k l m n o
p q r s t u v w x y z { | } ~

The first one is a picture of a walking man.

The ASCII is pretty small (see full size picture below), but if you size it down to a degree where you can't see the actual letter anymore (see image to the right), you will notice how detailed the picture actually is. A true piece of art.




<------ ROCKS!
<--------- YEAH!
<------------- BABY!

<----- 100% PURE US-ASCII




The second cool piece of ASCII art I came across is a music video by Beck for one of his songs called "Black Tambourine".

I am not a big Beck fan and did not know about the existance of the video until recently. The whole video is in ASCII. A true ASCIImation. Awesome! Check it out!



Backup Link to Video at YouTube.

That's it. I just wanted to let you know about my discoveries.

Cheers!

Carsten aka Roy/SAC

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Travel back in Time for a Vision of the Future

I traveled a couple days a go back in time to the year 1994 to an internet marketing and advertising conference. Wait a moment. Did I say 1994? Yes I did and I am not trying to trick you.

See here the video recording of one of the first, if not the first internet marketing and advertising conference, which was held on November 4th,1994 in San Francisco, California.

What happened?
Ken McCarthy is the first speaker and talks about opportunities. He was very forward thinking and you might think that what he says is obvious and logical. They were not in 1994. The second speaker is Marc Andreessen, co-Founder of Netscape, which was founded just a bit earlier in 1994 as well after the overwhelming success and popularity of their software called "web browser", the original "Mosaic" and the creation of the World Wide Web as we know it today.

The Web is just existed for a year or so when the conference was held.



link to video


It was a nice trip back in time. It also brought some memories back and a chuckle when I heard Ken talk about the role of BBS systems in the growth of the internet.

I have to say that he was a bit off when it comes to the role of Bulletin Board Systems (BBS) would play in getting people online by becoming something like a mini-ISP. True, a lot of BBS software development companies were jumping on the bandwagon and worked on internet integration into their software. With about 50,000+ bulletin boards in the united states at that time did it may be quite reasonable. I happened to be a Sysop of a bulletin board exactly around that time and can tell you that this could not have worked that way.

What are we talking about here?
The vast majority of the BBS's where run by individuals as a hobby and not as a business. Access was often free, but donations for hardware upgrades were appreciated. The resources were limited and multi-line (more than one modem) BBS's became only widely available at the beginning of the nineties when the computer hardware was able to connect multiple nodes to a single computer. But even then remained the number of BBS systems with more than 5 or even more than 10 nodes relatively low.

A BBS that was an ISP (kind of)
If you want to get an Idea how a BBS looked like with over 20-30 nodes, look at the picture below. That is "one corner" of the Rusty-n-Edie's BBS around 1988-89 and far away from its final size. The BBS had a staggering 128 dial in connections available in its prime and needed one computer for each line, plus multiple support servers. Details are from the article "The Birth of Rusty n Edie's BBS" that was written by the sysop of Rusty n Edie's, Rusty Hardenburgh.

If the majority of BBS's would have been like that, the Idea of them becoming a micro-ISP would have been a bit more realistic.


(Equipment detail follow at the end of the post)

The Reality
Normal BBS's were limited in bandwidth and dial in connections. My BBS had 5 lines, which means that it could handle 5 callers at the same time. My BBS had over 100 active users and a lot of them called every day or every other day. At peak times were all 5 lines constantly busy, which means that a lot of my users got a busy signal for a period of time, before they got a connection when another user left.

A user that is finally able to connect checks a few mails online, if the BBS was file focuses as mine. Some Systems were message focused and connected in networks like the Fidonet (which could be compared to the early Usenet of the Internet). Since the volume of message could be pretty big depending on the number of subjects you were interested in and subscribed for, users did not read the emails while connected to the BBS, but connected with special software, like Email clients today and downloaded new messages and uploaded responses.

If the BBS was created to be a place to swap files, the user would check the mostly new uploaded files only, flag the ones he is interested in and start a download and possibly an upload at the same time. When finished, users would hang up and leave to consume the downloaded content "offline", making the node available to another user.

Because of that was it possible for small BBS's with only a handful nodes to serve so much people. The "online time" was fairly brief.

..and the conclusion
Connecting the user with the world wide web would have changed that and make users stay longer connected because they can't browse the net "offline". During that time is the node blocked for any other user, which would reduce the number of people you could serve in a reasonable manner.

Add to this, that the BBS would also require a permanent connection to the internet which was not cheap back then. There was no such thing as high speed internet yet. What some Sysops did, was the option for users to create an internet email account and use the BBS as something like a Hotmail or Gmail.

The end of the BBS era was coming, but some did not wanted to believe it. BBS software companies attempted to create internet versions of their BBS software, but failed to realize that the internet does not work like a BBS. Needless to say, with the BBS's did also die a lot of BBS software companies, including Clark Development who created "PcBoard", the BBS software I was using (Rusty n Edie's too btw).

That's life. There is nothing anybody could have done to change the course of history.

Here are the promised technical details about the Rusty-n-Edie's BBS.
  • Three 486 33Mhz servers with 32 Megabytes of memory on each. One 22Mhz 486 server with 80 Megabytes of RAM. They each have a caching controller. We need that much memory to cache the fifteen 780 Megabytes SCSI drives, three 1.2 Gigabytes and two 386 Megabytes ESDI drives, the 20 drives format to something over 15 Gigabytes.

  • 128 (one for each node) 16Mhz 286's.
  • In addition, we have eight 33Mhz 386's, a 16Mhz 386 (our original server, our original Tandy XT type machine died about a year ago), and five 12Mhz 286's (These machines are so we can work on the system without taking it down).
  • 25 Anchor: 2400 baud modems.
  • 58 US Robotic's Dual Standards 14.4 V32 V32bis V42bis.
  • 24 Compucom 9600 baud Speedmodems.
  • 5 Hayes V-Series V42bis modem.
  • 16 direct connect CONNECT-USA lines.
  • All of this networked together with four copies of the wonderful Novell Netware 386. It works great!
  • The whole thing is hooked up to ten huge batteries that supply 16KV of uninterruptable power.
  • Sysops: the couple Rusty Hardenburgh and Edwina Hardenburgh, two of their son's, their daughter and a friend of the family with the name Carl
The BBS was busted by and shut down by the FBI in 1993 because of software piracy.
More to that is available at Wikipedia.

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Keyboard Text Art From Over Twenty Years Before ASCII

The Modern Merchanix Blog published in March, April and July 2006 three remarkable examples of nineteen thritees and fourties typewriter art, also known as keyboard art.

Back to ASCII Art Academy


The artwork was found in various preserved issues of the magazine "Popular Science" from 1939 and 1948. The Popular Science Magazine is still publishing today. They also have a website with a lot of (current ;)) content online. Visit the Popular Science Magazine Website.

The art was created by the artists on classic mechanical typewriter machines. "Personal" Computers did not exist at that time yet, the term computer was not coined yet either and the ASCII standard was still 20-30 years away in the future.

The following example is from 1939. One year earlier in 1938 did Germany’s Konrad Zuse finish the Z1, one of the first binary digital computers and a machine that could be controlled through a punch tape. The project started in 1936 and the Z1 is considered by many the "first computer" and Konrad Zuse the "Inventor of the modern Computer".

Source: Popular Science Magazine,
Issue: 6-1939

Typewriter Artist Produces Pictures Like Tapestry
by Rosaire J. Belanger


Pictures that resemble tapestry are produced with a typewriter by Rosaire J. Belanger, a mill worker in Saco, Me. Belanger first draws a pencil sketch on a sheet of paper, then inserts it in his typewriter and fills in the sketch with various characters to produce shading and outlines. With carbon paper, he transfers the picture onto graph paper, and copies it on blank paper.

Picture Description
George Washington, as pictured with a type-writer by Rosaire J. Belanger. At the left, the artist at the keyboard.




The following two examples are from 1948.
1948 is the same year when IBM built the SSEC (Selective Sequence Electronic Calculator). The IBM computer behemoth contained 12,000 tubes.


Source: Popular Science Magazine,
Issue: 7-1948

Typewritten Flag
by Menno Fast


Anyone can draw an accurate picture of the American flag on a typewriter, according to Menno Fast, a relief worker in Poland.

Fast read a recent Popular Mechanics article on drawing pictures with a typewriter.

He submits a drawing of the flag as proof that it can be made on an ordinary typewriter using standard spacing.

The flag, with a full 13 stripes and 48 stars, appears to be rippling in the wind.





Source: Popular Science Magazine,
Issue: 10-1948

KEYBOARD ART
By Paul Hadley


WHILE purely entertaining, doodling with a typewriter gives vent to the imagination and originality of both the experienced and the hunt-and-peck typist.

Fill-in pictures are the easiest to “draw” with a typewriter. An example is shown in the flower which is made with the letter X alone.

Such pictures, whether a flower or a portrait, are made by using an outline of the subject as a typing guide.

This is done by tracing the outline lightly on paper and backing it with carbon paper to type the picture.

Caricature or cartoon “drawing” combines letters with symbols as shown in the examples below.

Here, half-spacing of the typewriter is required, as in the case of the owl’s beak and feet.

The log cabin shows what can be done in drawing a picture in perspective.

Resources to Computer History

Resources to Text Art History

I hope you enjoyed the little trip back in time.

Back to ASCII Art Academy


Cheers!
Carsten aka Roy/SAC

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History of Text Art Video by RaD Man / ACiD

I "messed around" with the Wikipedia article to ASCII art today. Okay, I did not mess with it, but rather cleaned it up and extended it a bit.

This was triggered by a video of a friend of mine who is a well known figure in the underground text art scene with the name Christian Wirth.

Back to ASCII Art Academy


Okay, he is not known by that name, but by his scene "Handle" which is RaD Man. RaD Man was a senior member of the art group Aces of ANSI art in 1989, which is the first known underground text art group on the PC and founded a year after, in 1990, the probably best known and respected ANSI art group with the name ACiD. ACiD stands for ANSI Creators in Demand.

RaD Man was in Finland a couple years ago at the Assembly Demo party and was doing a presentation about the History of Text art.

The presentation is about 1 hour long and covers the early forms of text art starting at the ancient Rome, to Typewriter art, Radio Teletype or RTTY, Atari ATASCII art and C-64 PETSCII art to Amiga 500+ Oldskool art and PC Block or High ASCII art and Newskool. The climax is the presentation of some impressive Textmode demos that are of relative young age (2002 and later).

You can get the video, gigabytes of Text art and related material such as Tools and Editors, DiscMags and Source Code on DVD.

RaD Man published his extensive collection.

The DVD is called "Dark Domain" and you can order it directly from here.

It is only $12.99 plus $4.55 (US) - $9.55 (International) shipping. Quite a bargin considering the amount of content on it.

Here is the full video for free. I still recommend getting the DVD, because the Video is only a very small part of the DVD (which are actually 2 DVDs). To get your head around how much content it is, visit the Art Scene Text Files Archive and look for yourself how much stuff is out there.

There were some glitches during the presentation, but RaD Man is not a professional presenter. So, be a bit forgiving. Great stuff though and worth showing to other folks that are interested in this kind of stuff.



Enjoy the Video! (Backup URL to Video)

Presentation full credits and details.

The ASSEMBLY 2004 demoparty was held at Hartwall Areena in Helsinki, Finland from 5th to 8th of August 2004. The presentation was part of the ASSEMBLY '04 ARTtech seminars.

Presenter: Christian Wirth
Presentation Title: "The Art of Textmode"
Organization: ACID
Position: Founder and President
Homepage: http://www.acid.org
Dark Domain DVD: http://www.darkdomain.org (released 2004)
Email: radman@acid.org
Scene alias: Rad Man




Christian Wirth during an interview by Jason Scott (textfiles.com) for the BBS Documentary film DVD











Back to ASCII Art Academy


Cheers!
Carsten aka Roy/SAC

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Mindcandy Volume 2: Amiga Demos Finally Here!

Mindcandy II DVD - Amiga DemosIt has been 4 years now since the release of Mindcandy Vol.I, which featured PC Demos and was a huge success.

The waiting is over and it was absolutely worth it.

Mindcandy II - Amiga Demos - is now finally finished as well. I was on their notification list for years and didn't trust my eyes at first when I got the email that it is available to order now ... at last.

The Demos were originally written for the Commodore Amiga Computer and are available for download on the Internet for free.

You can enjoy them paying absolutely nothing, if you have the hardware to run them. Most people don't, including myself and even the ones that used to have one don't have a working one anymore (that includes myself too hehe).

The DemosMindcandy DVD II - Amiga Demos
  1. Megademo by Red Sector Inc.

  2. Mental Hangover by Scoopex

  3. Enigma by Phenomena

  4. Voyage by Razor 1911

  5. Hardwired by Silents & Crionics

  6. Human Target by Melon Dezign

  7. World of Commodore by Sanity

  8. State of the Art by Spaceballs

  9. Desert Dream by Kefrens

  10. Groovy by Lemon

  11. 242 by Virtual Dreams (Fairlight)

  12. 9 Fingers by Spaceballs

  13. Arte by Sanity

  14. Friday At Eight by Polka Brothers

  15. Love by Virtual Dreams (Fairlight)

  16. Nexus 7 by Andromeda

  17. Deep - The Psilocybin Mix by CNCD & Parallax

  18. Closer by CNCD

  19. Tint by The Black Lotus

  20. Sumea by Virtual Dreams (Fairlight)

  21. Captured Dreams by The Black Lotus

  22. Killer by CNCD

  23. Relic by Nerve Axis

  24. Smokebomb by Ozone

  25. Klone by Dual Crew - Shining

  26. Concrete by Ephidrena

  27. Perfect Circle by The Black Lotus

  28. Lapsuus by Maturefurk

  29. Fate Fits Karma by MadWizards

  30. Silkcut by The Black Lotus

The two demos I care about the most are on the disk. I was probably not the only one that was demanding to have them on the disk during the pre-selection process 3 years or so ago. The two demos are my alltime favorite: "Hardwired" by Silents & Crionics and "Desert Dream" by Kefrens.

"Hardwired" won the 3rd prize at the very first "The Party" Demoparty in Denmark in 1991. The Demo "Odyssey" by Alcatraz won 1st prize but did not make the disc (you will understand why, if you get the chance to see this 40+ minute demo ;) and "Voyage" by Razor 1911 was second. "Voyage" made it on to this disc as well.
Mindcandy II - Amiga Demos
"Desert Dream" was the last great Demo on the Amiga 500 IMO, after that did the AGA Demos on the then brand new Amiga 1200 dominate the Amiga Demo Landscape. Ironically was "Desert Dream" only released a bit before "Second Reality" from Future Crew was released for the PC and closed the huge gap in quality between AMIGA and PC Demo Scene. For a period after that were Amiga and PC Demos head by head in quality but the PC eventually surpased the Amiga Demos and eventually dominated the scene.

When Commodore closed computer production at the end of the ninetees a lot of great Amiga Demosceners switched to the PC which was more and more becoming a normal household item and continued their great creative work there.

The only minor "bummer" is the fact that "9 Fingers" by Spaceballs was selected instead of the surprise winner of "The Party 1992" - "State of the Art", also by Spaceballs. "State of the Art" was new and different. "9 Fingers" is maybe better than "State of the Art", but it was only a naturally improved version using the same concept as "State of the Art" and thus less revolutionary. I will be able to live with that though.

Update 12/26/2006: The DVD finally arrived today. The List of Demos on the Mindcandy Website is incomplete and so was the List in this blog post. The disc has 30 demos and not 29. I fixed the list above. The missing demo is "State of the Art" by "Spaceballs" :D . Yeah! Okay, that means: No Bummmer anymore as stated in the previous paragraph ... Now it is only A.W.E.S.O.M.E!

The Disc was made for the Demosceners of the early and mid nineties, but that does not mean that it is only something they will be able to enjoy. No, for them is this DVD a "must buy" (or they were no real scener anyway).

For everybody else is this a small piece of computer history. Pleasant designed with matching music running in the background. Not a boring book that gives you the tech details like "imagine this, the computer this was designed for had less than 10 Mega Hertz tact frequency and was 8 bit. Today's home PC's have 2, even 3 GIGA Hertz and are 64 bit" ... yeah, whatever that means :).

If you watch the DVD together with a old school scener and you see him suddenly overly excited about a specific part of a demo that might not get you excitement up to the next level don't worry. It only means that it was hard to do back then. Say something nice like "fascinating" and continue to watch the show.

If you are still undecided, download for free the Trailer and/or the preview disc for free to get a glimpse of the complete disc which is packed to the roof with OVER 3 HOURS of old school entertainment.

If you are from the US, then you can order the Mindcandy Volume 2: Amiga Demos DVD from Amazon.com, Germany Go64.de, UK David Poves, Canada SceneStuff and Hungary Tomcat's T-shirt Shop.

Cheers,
Carsten aka Roy/SAC

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Tools of the Trade

I get often asked what tools I am using for my did my ASCII and ANSI Text art.

Back to ASCII Art Academy


I used first a tool called ANSIDraw which was a piece of junk. The maximum number of lines per ASCII or ANSI the program was able to support was 23 (which is exactly 2 lines less than a page in DOS. Anything above 23 lines triggered a "pause", if "page breaks" were not disabled.) It was unable to load ANSIs which meant, that you had to get the colors right the first time or you had to load the ANSI as ASCII (without colors) and start colorizing from scratch ... argh. You can download Ansidraw at my download page like all the other Tools I am mentioning in this post and experience the pain yourself, it's only 20 KB in size.

I got over this pain fairly quick when TheDaw entered my world. This was a really advanced ANSI Editor compared to anything else that was out there. TheDraw is the Editor I am using to this date. It runs without problems under Windows.

Others preferred the very similar tool which came out a bit later than TheDraw called ACiDDraw, which was developed by the legendary ANSI Art Group ACiD (which stands for ANSi Creators In Demand).


The only feature worth mentioning which sets ACiDDraw apart from TheDraw is the fact that TheDraw