The Martini Effect by Flex
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alltime top: #356 |
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added on the 2021-04-05 09:32:01 by farfar |
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comments
Well done guys, this looked awesome!
rulez added on the 2021-04-05 09:36:24 by malmix
THIS ONE WAS MASSIVE!!!
This demo is amazing.
great!
Absolutely Amazing. Code, artwork and music are fantastic.
Stylish and moody
Xerxes! wtf! Amazing! Oh and the demo is really bloody good.
Loved it
Great demo! Clever usage of skyboxes and zooming of static/animated images (precalced/raymarched on pc i guess). i doubt there is any real raymarching going on (although i believe ocean machine by tbl did actually).
The angle/normal mapped objects looked awesome, nice lighting and tasty color processing.
Good job, loaderror!
The angle/normal mapped objects looked awesome, nice lighting and tasty color processing.
Good job, loaderror!
This one was just awesome
rulez
mind-fucking-blown
amazing amount of art direction here. clearly the winner of the demo compo, no matter amiga or pc :)
amazing amount of art direction here. clearly the winner of the demo compo, no matter amiga or pc :)
excellent!
That clearly isnt possible on that hardware
i feel cheated in the most positive way =)
i feel cheated in the most positive way =)
This is a masterpiece in every aspect! You rule, guys!
phenomenal, my favourite prod from this edition of Revision
Have to check this one on a real Amiga. It rules! Loved the music and gfx.
And of course, loaderror can do no wrong at this point.
And of course, loaderror can do no wrong at this point.
Porn. And damn this music is good X.
❤
Great atmosphere and technical perfection, clearly my compo favorite!
Just ran in on my Miggy! Great demo, nice effects. Pushes my 060-card to the limits, but runs smoothly enough.
°º¤ø,¸¸,ø¤º°`°º¤//masterpiece\\¤º°`°º¤ø,¸
perfect
Simply wow. Kicks most of pc demos hard;) congrats
Excellentastic!
one of the best ever demo soundtracks.
I never realized that what Ephidrena needed to go to the next level was a hefty dose of Xerxes.
Just the direction, the pacing - the music keeps everything in line.
Just the direction, the pacing - the music keeps everything in line.
Awesome demo! I didn't know an Amiga could be pushed so hard it would produce these effects.
Absolutely stunning, guys. My party favourite for this year. Respect.
My mind was blown, loved everything about it.
I really liked this! Is this music actually made with an Amiga? Wow!
Love the intro ... and the rest ... music, graphics, code ... all top quality.
Asskicking.
AWESOME
Hella awesome raymarcher on the Amiga
whooooa! what was the compo machine again
Great stuff!
One of the best amiga demos I've ever seen: consistent art direction, confident pacing, good-looking visuals, beautiful soundtrack. I love everything about this. Into the list it goes!
One of the best AGA Demos in the last couple of years
exactly what gargaj said
Awesome ambiance, well deserve by the soundtrack. the only missing point may be accuracy on mapping routines (sub-pixel-texel)
And thanks for the effort to make it run on Vampire
needs more cubemaps!
Massive
Every bit of it is stunning. Clear and well-deserved winner.
Fantastic! Soundtrack rules!
True Amiga Porn ! The platform amazes me each year in a new way.
what a trip
Simply excellent!
It's quite the RAM guzzler, so I had to boot alternative setups in order to run.
But it's worth every effort to see this sublime skybox trickery and top notch high end Amiga FX paired with stunning direction and music.
But it's worth every effort to see this sublime skybox trickery and top notch high end Amiga FX paired with stunning direction and music.
Love the demo, and the theme.
Very atmospheric and wonderful soundtrack. I missed this kind of Ephidrena vibe!
Porn.
One word: Fantastic. And while I may be biased, the song catapults this demo to a whole new level. Xerxes magic. The tension that is built towards the end is amazing, and the pumping, flickering visuals added a lot to this underwater feeling. It's amazing to see how these effects have such a huge impact on the viewer. Underwater-demos always fascinate me for some reason, and this is no exception. Brilliant work, and looking forward to the next FLEX demo!
Absolutely fantastic!
Massive!
Incroyable
Very nice and cool Amiga demo. The new engine with the antializing makes the demo / resolution looks like Hires instead Lores. Some scenes/effects are looking like the amiga has shaders. I think this was done using very clever CubeMaps and an amazing smooth zooming and rotating effect. However, an well done demo and great atmosphere thining me, it was a PC demo! My biggest resepct!
Fresh prod !
What an awesome track by Xerxes!
I like it very much, Amazing!!! loaderror, farfar and the whole team!
Beautifull !!!
Great ambiance and super catchy tune!
Dette likte vi. Starten var helt rå i tillegg til musikken. Generelt bra gjennomført fra start til slutt. Jeg likte atmosfæren gjennom hele demoen. Det var bare noen små detaljer jeg stusset litt over da jeg så zoom-effekten. Jeg har lite kunnskap om Amiga hardwaren, så da er det nesten umulig for meg å være kritisk til noe av det jeg så (teknisk sett). 3D objektet med bump-normalene og musikken var første klasses Amiga demo-materiale.
Mind blown, among the best from Revision 2021.
Init RAM!
fuckin awesome demo!
fuckin awesome demo!
Amiga killed the PC compo in a fantastic way. Well done!
Nice
I er sgu nogle skønne drenge - tak :)
lovely
Although Amiga demo compo was bit short, Martini Effect made proper effect and sweeten whole experience. Very good demo. Kudos for the authors!
Great work! Unfortunately the lha seems to be broken so I can't watch it on real hardware.
Amazing music and the soothing visuals. Has a really modern feel to it too proving it is perfectly possible to push new styles on the 060.
BTW I didn't have issues with the archive.
BTW I didn't have issues with the archive.
Lovely sound, lovely graphics, lovely fractals, lovely effects. How the play of light looks is simply wonderful. I love how it feels mody and restrained instead of being an effect blitz, but still contains enough top-notch stuff for three demos.
@dodke thank you, mhm, I'll updating my lha.
Fantastic visuals, fantastic soundtrack and a very well directed demo. The only complaint I have is that this is practically seven times the same effect code-wise with different textures and normal maps (stuff we already have been seeing by TBL etc for ages), except for the texture mapped 3D object which is very convincing. Still an awesome production.
Freaking awesome!
As others have already pointed out the tech is well-known, but that's perfectly fine. It's the execution that really makes this shine. The smoke & mirrors are masterfully applied and the pacing is great.
Oh and the soundtrack is just <3
As others have already pointed out the tech is well-known, but that's perfectly fine. It's the execution that really makes this shine. The smoke & mirrors are masterfully applied and the pacing is great.
Oh and the soundtrack is just <3
Those prerendered layers did the magic!
excellent demo. and good use of cheating when some people think it's real :D
Great "ancients" mood.
Great atmosphere, I dived into it.
Excellent demo with awesome visuals and very fitting music.
Damn solid.
Killer!
Awesome, gave me mega chills during compo... despite watching in in my room. Absolutely amazing prod with exceptionally matching soundtrack 20/10!
wow, what a show. gave me the chills during the competition. dat music! - so calm and progressive at once. soundtrack of the year.
pretty legit flex indeed, loved everything about this and *that* soundtrack... whoa
really, really impressive.
Amazing art direction and music and super impressive technically too (antialiasing, normal maps!)
Oh boy! This was certainly something to write home about!
great
Some more thoughts on The Martini Effect and why it was so clearly superior to the competition.
The demo follows a consistent, clearly defined visual theme and actually explores it rather than cycling through various good-looking imagery that has little in common with each other. There is a certain continuity and symmetry to the scenes that may feel subtle but shows confident direction when seen with a detached look. You are being taken on a journey, and you can tell the driver is in control. The soundtrack, while not necessarily the one you would hum years later, nevertheless cements the pacing and sets the exact right mood. It is perfect choice for this production, and as Gargaj said, it does tie everything together, setting the pace that enables the viewer to soak in the atmosphere created by the visuals for the right amount of time to maximize the effect and pull out before it overstays its welcome. That is how you end up with a product that is vastly more than just a sum of its parts.
Very few Amiga demos do this because it is often much easier to score points with the oldtimer crowd with an effect showcase carrying the connotation of being technically impressive (and often takes advantage of the nostalgia while at it because of how familiar it is) and following the concept of "more is better" (though not as egregiously as the C64 scene). But in the 30+ years of the Amiga scene the pool of actually new effects and techniques has all but run dry, and what remains is doing something new with the existing ones. Thankfully, the Amiga is not so limited—the artistic potential of the existing tech is vast and virtually untapped. But this requires bravery of going beyond the familiar and strong artistic vision to conjure the novel, both of which had long been overlooked in pursuit of pure technical prowess and substituted by timed insertions of graphic stills as if that could somehow compare. And as the trends are slowly turning in the direction of genuine artistry, it so happens that not many established groups are both willing to go for it and able to land a convincing result. But I hope that with demos like Eon and The Martini Effect winning their respective competitions by a landslide in the demo category and the H0ffman-scored "music videos" dominating the intro space, the Amiga scene will be urged to continue evolving and giving birth to more not just technically impressive demos but also stunningly beautiful ones.
The demo follows a consistent, clearly defined visual theme and actually explores it rather than cycling through various good-looking imagery that has little in common with each other. There is a certain continuity and symmetry to the scenes that may feel subtle but shows confident direction when seen with a detached look. You are being taken on a journey, and you can tell the driver is in control. The soundtrack, while not necessarily the one you would hum years later, nevertheless cements the pacing and sets the exact right mood. It is perfect choice for this production, and as Gargaj said, it does tie everything together, setting the pace that enables the viewer to soak in the atmosphere created by the visuals for the right amount of time to maximize the effect and pull out before it overstays its welcome. That is how you end up with a product that is vastly more than just a sum of its parts.
Very few Amiga demos do this because it is often much easier to score points with the oldtimer crowd with an effect showcase carrying the connotation of being technically impressive (and often takes advantage of the nostalgia while at it because of how familiar it is) and following the concept of "more is better" (though not as egregiously as the C64 scene). But in the 30+ years of the Amiga scene the pool of actually new effects and techniques has all but run dry, and what remains is doing something new with the existing ones. Thankfully, the Amiga is not so limited—the artistic potential of the existing tech is vast and virtually untapped. But this requires bravery of going beyond the familiar and strong artistic vision to conjure the novel, both of which had long been overlooked in pursuit of pure technical prowess and substituted by timed insertions of graphic stills as if that could somehow compare. And as the trends are slowly turning in the direction of genuine artistry, it so happens that not many established groups are both willing to go for it and able to land a convincing result. But I hope that with demos like Eon and The Martini Effect winning their respective competitions by a landslide in the demo category and the H0ffman-scored "music videos" dominating the intro space, the Amiga scene will be urged to continue evolving and giving birth to more not just technically impressive demos but also stunningly beautiful ones.
Very nice demo
Just WOW!
Nice shit!
One word - STYLISH!!
Ossom!
This prod rules, but with 32Mb of data I'm wondering isn't this simply some kind of innovative real-time video decompression with inlined C2P on HAM8 + few simple real-time effects (2D rotation) ?
NB: No offence, I'm just asking.
NB: No offence, I'm just asking.
Hmm data seem to contains various kind of images (PPM, PCX, IFF) and a 14 mb soundtrack. This isn't chiptune, for sure :)
Video streaming might not be present as well. K3wl.
Video streaming might not be present as well. K3wl.
superb.
cool
Would have deserved a thumbs up for the soundtrack alone. I'll take the visuals as a more than welcome bonus.
Very very good demo, and what a great soundtrack by Xerxes!! Worthy winner <3 I just wish I hadn't already seen so many of these kind of fractals... :-)
I was wowing before the statue came into frame, the it blew my mind. I don’t fathom how you did it, but excellent done
Absolutely stunning, both to the eyes and to the ears. Very very beautiful!
OK.
Awesome!
The soundtrack carries the demo alot - that said, the visuals and pacing do fit really really well.
Clear winner in my book.
Looking forward to watch this on real hardware!
Xerxes: Tunes like this are amazing - keep doing them!
Clear winner in my book.
Looking forward to watch this on real hardware!
Xerxes: Tunes like this are amazing - keep doing them!
Hm.
As usual, I will take up the grumpy “I don't get it” role. I watched this at the stream, and then a few times afterwards; to me, it looked like a fairly ordinary run-off-the-mill 060 demo. (The music doesn't resonate too much with me.) It's basically a bunch of images with zoom in and zoom out, and sometimes stretched onto a cube to make an environment-ish background. (Infinity zoomers are nothing new, right?) Nowhere had I imagined that it was intended to look like raymarching on the Amiga, so even the “nice trick!” part doesn't apply; it doesn't even look like it's trying to fool me.
So what's left? Well, there's the polyfiller which can seemingly bump and antialias (but not texture, I would suppose, since that's hard on a palette display?). So that's a good achievement, but it doesn't make the demo for me; it's used for the 3D image in the screenshot, and there it works reasonably well, but it's just a static model being rotated around. And it's used in the image of the falling man in the ocean, but there it doesn't work at all for me; it just looks ugly and artifacty.
And then it tries to conceal all of this by blinking a lot. So, well, it's not a bad demo by any shot, but I don't understand why people are such in awe?
As usual, I will take up the grumpy “I don't get it” role. I watched this at the stream, and then a few times afterwards; to me, it looked like a fairly ordinary run-off-the-mill 060 demo. (The music doesn't resonate too much with me.) It's basically a bunch of images with zoom in and zoom out, and sometimes stretched onto a cube to make an environment-ish background. (Infinity zoomers are nothing new, right?) Nowhere had I imagined that it was intended to look like raymarching on the Amiga, so even the “nice trick!” part doesn't apply; it doesn't even look like it's trying to fool me.
So what's left? Well, there's the polyfiller which can seemingly bump and antialias (but not texture, I would suppose, since that's hard on a palette display?). So that's a good achievement, but it doesn't make the demo for me; it's used for the 3D image in the screenshot, and there it works reasonably well, but it's just a static model being rotated around. And it's used in the image of the falling man in the ocean, but there it doesn't work at all for me; it just looks ugly and artifacty.
And then it tries to conceal all of this by blinking a lot. So, well, it's not a bad demo by any shot, but I don't understand why people are such in awe?
Awesome. Im watching now in my 1200. It looks and sounds incredible.
@farfar: It's entirely fair. :-) Maybe I just intuitively deconstruct them more than most, it's nothing new that my preferences are often at odds with the general sentiment. (I often find that if I take a demo I like and deconstruct it afterwards, it's even more fun. A good writeup will do the same.)
Wonderful and inspiring, now I want to make an underwater demo too. Awesome ambience, carried by Xerxes' fine score. My favorite demo of Revision 2021, PC included.
Such a great mood on this prod! And that soundtrack is sublime (that vibrating lead is something with those crusty crunchy claps)! Paw of approval!
like it
Woooooha. So emotional
Some rant about the code in here.
The zoomer:
It is an infinite zoomer inspired by TBL's spectacular zoomer in Magia. Large images (up to 8192x8192) with lots of detail get converted to polar images. The bigger the polar image, the further we can zoom in. The neat thing about this conversion is that only the details that are important while zooming towards a single point are kept, while the rest of the details get discarded. The original filesize of some of these images maybe 200 MB or so.
The polar image gets mapped on your typical tunnel table of U,R coordinates. Instead of scrolling the r-coordinate, as you would in a tunnel, it is scaled by a zoom factor. To avoid choppy movement, there is some subtexel precision on the radius and angle coordinates allowing very smooth movement. Without the subtexel precision the slow movement is impossible. The LUT itself was made piecewise linear to avoid reading so much table data from RAM. The effect is embedded in the c2p to save further bandwidth.
At first we tried automatically stitching together multiple smaller images, but the seams between the images always turned out blurred. Painting these images is also a huge amount of work. I seem to remember TBL saying Louie spent a lot of effort on that Magia zoomer and I'm really impressed at how long it zooms and its seamless transitions.
In the end we came up with the idea of using gigantic fractal images and we called upon Evilryu to help out with coding these in Shadertoy. He tried several kind of fractal formulas and color combinations. The most detailed ones caused too much aliasing and in the end the techno world you see in the demo was chosen. The images are blurred before conversion to polar to reduce some aliasing. Since many images were made I'm tempted to release another demo just featuring all of these variations. Lots of cool stuff.
While this was going on Farfar modeled the mask object which fit very well inside this technomaze imagery.
Skybox:
6 fractal images rendered with 90 degrees field of view from a single point mapped on a cube.
The 3d-engine/exporter:
I really wish it was a movieplayer as suspected above as that would be more impressive :) I suspect the reason it looks like a movie is because the "glow" adds some mpeg like artefacts.
The exporter is taking a lightly extended GLTF format. It has got a few custom properties exported from Blender to describe particle systems. One very convenient thing about the exporter is that it works on a 24-bit original scene and collects all textures, overlays, shadetables into a common palette that everything gets remapped to. The palette generator tries to make sure there are colors for transparent effects such as particles and glow. Without this automation it is very painful to manage the palette for Amiga 3d scenes.
Animation:
- Node animation and hierarchy
- Shape morphs
Polyfillers:
- Flat
- Affine texture
- Perspective correct texturemapping (unused)
- "Normalmap"
- "Normalmap" + Texture (unused)
The "normalmap" is actually a cylinder map with (angle,y) components. So just adding an constant to this angle will make a light fly around the object on a fixed axis. The angle-constant is calculated using:
math_function_trying_to_calculate_an_angle_somehow(camera_position,object_position)+sin(time)*i_want_to_see_the_light_moving_abit_more
It is not going to please the phyics professors, but it is minimal overhead to get some dynamic looking lighting on Amiga. I suggest consulting the papers of Larusse, Kippenes et al for more on this technique.
Particles:
- Motion: turbulence field, velocity, dampening ..
- Compiled sprites
- Colored particles that can blend against eachother in 256 colors
- Export time clustering to fake more particles
The particle images are pieces of code that draw the particle. This way no extra cycles are spent on blending fully transparent areas within the particle image. Whether this gave any performance advantage is yet to be measured, however I always wanted to try it so left it in there.
Antialiasing/post processing:
Antialiased polygons are quite rare on the amiga scene. This AA method works by first detecting the silhouette of a mesh while backface culling. Edges that are shared between a backfaced culled triangle and a visible triangle make up the silhouette edge set.
As these edges are encountered during rendering, the coverage data and background of the edge is recorded before the triangle is drawn. Then this data is blended back in after the triangle has been drawn. Sometimes this leads to bleedthrough artefacts, but these are then cleverly concealed by blinking and viewers attention are trivially diverted by the MPEG artefact like "glow".
Glow:
It is not limited to glowing towards light, but also glows toward darkness. The image brightness gets sampled in 16x16 interval grid. This gets linear interpolated across the surface and sent through Tone-Loc mapping before written to the surface. This glow has the property that it looks MPEG-ish. Making people think they are watching a Video-CD thing in 1998.
FPU temporary registers:
The demo changes the FPU rounding/internal precision mode so that 32-bit values can be stored in FPU registers without getting corrupted. This way one can store addresses and integers in tmp FPU regs instead of spilling them to RAM.
Music:
The music routine is approximating an original 16-bit signal in chunks of 512 samples using normalized_8_bit_signal[i] x amiga_channel_volume[chunk]. This gives more bit resolution in low volume parts of the track making the output better than pure-8-bit and without the volume loss of the traditional 14-bit technique. If the best approximation would be an volume of 31.5, then amiga_channel_volume of channel 0 would be set to 30 and of channel 1 to 32 etc. Hopefully giving a next multiplier of 31.5.
For more about this technique consult Kippenes et al.
The zoomer:
It is an infinite zoomer inspired by TBL's spectacular zoomer in Magia. Large images (up to 8192x8192) with lots of detail get converted to polar images. The bigger the polar image, the further we can zoom in. The neat thing about this conversion is that only the details that are important while zooming towards a single point are kept, while the rest of the details get discarded. The original filesize of some of these images maybe 200 MB or so.
The polar image gets mapped on your typical tunnel table of U,R coordinates. Instead of scrolling the r-coordinate, as you would in a tunnel, it is scaled by a zoom factor. To avoid choppy movement, there is some subtexel precision on the radius and angle coordinates allowing very smooth movement. Without the subtexel precision the slow movement is impossible. The LUT itself was made piecewise linear to avoid reading so much table data from RAM. The effect is embedded in the c2p to save further bandwidth.
At first we tried automatically stitching together multiple smaller images, but the seams between the images always turned out blurred. Painting these images is also a huge amount of work. I seem to remember TBL saying Louie spent a lot of effort on that Magia zoomer and I'm really impressed at how long it zooms and its seamless transitions.
In the end we came up with the idea of using gigantic fractal images and we called upon Evilryu to help out with coding these in Shadertoy. He tried several kind of fractal formulas and color combinations. The most detailed ones caused too much aliasing and in the end the techno world you see in the demo was chosen. The images are blurred before conversion to polar to reduce some aliasing. Since many images were made I'm tempted to release another demo just featuring all of these variations. Lots of cool stuff.
While this was going on Farfar modeled the mask object which fit very well inside this technomaze imagery.
Skybox:
6 fractal images rendered with 90 degrees field of view from a single point mapped on a cube.
The 3d-engine/exporter:
I really wish it was a movieplayer as suspected above as that would be more impressive :) I suspect the reason it looks like a movie is because the "glow" adds some mpeg like artefacts.
The exporter is taking a lightly extended GLTF format. It has got a few custom properties exported from Blender to describe particle systems. One very convenient thing about the exporter is that it works on a 24-bit original scene and collects all textures, overlays, shadetables into a common palette that everything gets remapped to. The palette generator tries to make sure there are colors for transparent effects such as particles and glow. Without this automation it is very painful to manage the palette for Amiga 3d scenes.
Animation:
- Node animation and hierarchy
- Shape morphs
Polyfillers:
- Flat
- Affine texture
- Perspective correct texturemapping (unused)
- "Normalmap"
- "Normalmap" + Texture (unused)
The "normalmap" is actually a cylinder map with (angle,y) components. So just adding an constant to this angle will make a light fly around the object on a fixed axis. The angle-constant is calculated using:
math_function_trying_to_calculate_an_angle_somehow(camera_position,object_position)+sin(time)*i_want_to_see_the_light_moving_abit_more
It is not going to please the phyics professors, but it is minimal overhead to get some dynamic looking lighting on Amiga. I suggest consulting the papers of Larusse, Kippenes et al for more on this technique.
Particles:
- Motion: turbulence field, velocity, dampening ..
- Compiled sprites
- Colored particles that can blend against eachother in 256 colors
- Export time clustering to fake more particles
The particle images are pieces of code that draw the particle. This way no extra cycles are spent on blending fully transparent areas within the particle image. Whether this gave any performance advantage is yet to be measured, however I always wanted to try it so left it in there.
Antialiasing/post processing:
Antialiased polygons are quite rare on the amiga scene. This AA method works by first detecting the silhouette of a mesh while backface culling. Edges that are shared between a backfaced culled triangle and a visible triangle make up the silhouette edge set.
As these edges are encountered during rendering, the coverage data and background of the edge is recorded before the triangle is drawn. Then this data is blended back in after the triangle has been drawn. Sometimes this leads to bleedthrough artefacts, but these are then cleverly concealed by blinking and viewers attention are trivially diverted by the MPEG artefact like "glow".
Glow:
It is not limited to glowing towards light, but also glows toward darkness. The image brightness gets sampled in 16x16 interval grid. This gets linear interpolated across the surface and sent through Tone-Loc mapping before written to the surface. This glow has the property that it looks MPEG-ish. Making people think they are watching a Video-CD thing in 1998.
FPU temporary registers:
The demo changes the FPU rounding/internal precision mode so that 32-bit values can be stored in FPU registers without getting corrupted. This way one can store addresses and integers in tmp FPU regs instead of spilling them to RAM.
Music:
The music routine is approximating an original 16-bit signal in chunks of 512 samples using normalized_8_bit_signal[i] x amiga_channel_volume[chunk]. This gives more bit resolution in low volume parts of the track making the output better than pure-8-bit and without the volume loss of the traditional 14-bit technique. If the best approximation would be an volume of 31.5, then amiga_channel_volume of channel 0 would be set to 30 and of channel 1 to 32 etc. Hopefully giving a next multiplier of 31.5.
For more about this technique consult Kippenes et al.
good demo is good.
Another thing about the music is that Xerxes made 4 tracks before arriving at the one used in the demo. Maybe worth making a Martini Effect album with all those tracks :)
Massive!
thanks for the cool writeup loady, very appreciated! looking forward to your next release
(oh and gotta love the fake references to Larusse, Kippenes, et al. - all hail "dope/complex"!)
Nice!
Still prefered the melon demo but this one is really great too. :)
everything i hate about demos. ugly 3d show with awful colours and boring as fuck. ok music.
geeeez
Great demo really nice code and design
You people are clazy! CLAYZY I ZELL YOU!!!! Holy molestermoly this rocked!
Stylish and engaging, a worthy winner. Couldn't care less if it's technically top-notch or not. Making an AGA C2P demo which doesn't look like pixel diarrhoea is enough of an achievement for me.
this is such a lovely prod <3 and wow that's some lovely music from Xerxes, made me smile lots.
oops forgot my rules <3
Thanx for my 060 Amiga, love
Only Amiga makes it possible. Awesome coding skills. Can you even imagine the reaction if this had been released in the mid 90's? Minds would have melted. Soundtrack is pretty lovely too. Fantastic achievement.
Stylish, moody, and soothing to watch.
Loving it!! Congratz and keep em coming, you rock guyz!!
Some very cool scenes
Cool and impressive demo, visuals and music fit perfect. Runs smooth on my A1200!
Atmospheric, loved the music.
I don't really like this kind of demo .. and I'm usually only into Xerxes himself, not his music. But hot damn, this is a masterpiece, I love every fucking second of this. I even loved it before knowing who made it. Bastards.
Great!
Kinda of set a new benchmark!
Inspiring 060 coders for sure!
And the music is just wicked! Xerxes u just are amazing as ever!
Inspiring 060 coders for sure!
And the music is just wicked! Xerxes u just are amazing as ever!
That sound design… ❤️
i love the low fidelity 3D aesthetic on the Amiga, and the creativity that arises through the limitations that choice imposes… with enough care, those limitations cease to be such, and become just a part of the Whole
one of the best amiga prods in years, and in particular probably the favorite AGA demo in recent years for me personally
one of the best amiga prods in years, and in particular probably the favorite AGA demo in recent years for me personally
I think encouraging, indeed being about new effects is the only way we will see more new effects. I have broken out of this decades old bubble where nothing real is ever epic, I think more can.
Speaking of epic, the music is fucking awesome. :) There is also great color- and camerawork here which is worth attention...
Speaking of epic, the music is fucking awesome. :) There is also great color- and camerawork here which is worth attention...
It seems like bit of a run-of-the-mill 060 demo, but it feels perfect the way it is. The color scheme, the music, the alien underwater mood make it a great atmospheric demo.
This was pretty awesome!
MEGA!
Forgot to mention that this is using the Cranker compressor by Bifat/TEK.
The trusty old crunch by Arne Rocklin somehow stopped working on my UAE so decided to try some a new cruncher. Cranker gave some interesting info about each chunk. F.ex there is a surprise 3MB chunk I haven't really looked into yet.
The trusty old crunch by Arne Rocklin somehow stopped working on my UAE so decided to try some a new cruncher. Cranker gave some interesting info about each chunk. F.ex there is a surprise 3MB chunk I haven't really looked into yet.
this one is just great.
in addition to cool tech, editing and xerxes' music fit like a glove!
very impressive, thanks!!!
in addition to cool tech, editing and xerxes' music fit like a glove!
very impressive, thanks!!!
Track :) Nice
great stuff, relaxing
Good job
Why the music is so good?.. Oh, look at the credits in final part! It was Xerxes. Not wondering anymore :)
baffled and dumbfounded by the fact that this didn't get a meteoriks nomination for best soundtrack
Its my abolute favourite DEMO. The Music fits so perfect to the atmosphere.
Wow. I don't even know how to elaborate to give it the full respect it deserves.
For anyone interested, it emulates well under WinUAE. I used the WinUAE package of AmigaSys with Workbench 3.9. Yes it's showing its age now and yes, modern browsers throw a hissy at a website that hasn't been updated in more than a decade but I don't know of any other (free) preconfigured setups for an A4000. Just throw another wedge on the slider of FastRAM its way.
https://www.amigasys.net/winuae.html
For anyone interested, it emulates well under WinUAE. I used the WinUAE package of AmigaSys with Workbench 3.9. Yes it's showing its age now and yes, modern browsers throw a hissy at a website that hasn't been updated in more than a decade but I don't know of any other (free) preconfigured setups for an A4000. Just throw another wedge on the slider of FastRAM its way.
https://www.amigasys.net/winuae.html
! oh my ... !
wish i had an 060 to watch it live
@Flodight: You can go to next Revision and watch it live on someone's 060! More affordable than get your own. ;]
Finally I had a chance to run this with a real 060-system and oh boy, I'm in love! The visuals fit perfectly with the soundtrack, everything is so well made =) We need more like this, so I wish you Loaderror and the crew lots of creative bursts in the future :D
at last I could give this a try realtime with the CRT monitor. Looks and sound stunning. one of my alltime favorites.
the whole, the whole… the soundtrack but… the putain de whole.
Great!
I viewed this without knowing who made it or what platform it was on. Really loved it. Vibe received.
Very nice quality.
Hi there Amigafans
Anyone could explain about the music.Is it a mod oranother format which can be replayed ? or a proprietary player ?
Thanks for the help ....
Peace
Anyone could explain about the music.Is it a mod oranother format which can be replayed ? or a proprietary player ?
Thanks for the help ....
Peace
Proprietary player for the in-demo music, but the tune is available as mp3 or even on streaming services.
Better graphics than Playstation 2
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