USA Intros and Demos from Rampar, Fantasy, Evil, Storm, Public Enemy, FBR and The Survivors by Wanderer (ex Satan)

Who we were, What we did and Where we are today Updated April 2004

Mandrake public enemy boba fette the survivors fucked beyond repair fbr wanderer c64 commodore 64 the last dragon

Introduction
If you are a PC user, it's very simple to download the 64 emulator from www.ccs64.com (I use the Directx version). This turns your PC into a full 64. It works with almost any game (interrupts, rasters, music, etc.) and emulates the disk drive perfectly. I'd really like people to see these demos, considerable work went into designing them. Click the icon to start the emulator, press F9 and use the "disk drive #8" to navigate to, and run the .prg, .t64 or .d64 files I have down below. It's that easy and the demos look and sound just as they did a decade ago.
A BIG thanks goes to Mike (Core_321[at]msn.com) for sending me some of my old work. All intros and demos are my works and permission is given to freely distribute them (unmodified). Any games attached to the intros are distributed because the authors have authorized it. I don't plan to add much to this page over time, it's more of a "for historical purposes". Most 64 group pages have gone the way of the 404 error. I feel that a decade worth of intros and demos should at least be recorded on the internet, even if the 64 is dead.
** SET YOUR 64 EMULATOR TO NTSC (f9) OR THE EMULATOR WILL RUN IN PAL (European) MODE ***

You could also try WWW.VICETEAM.ORG for a different emulator.

Did you know?
- I used to program in PAL Assembler.
- I've forgotten most everything about 6502 machine code and most likely couldn't code a smooth scroller today.
- I was once voted #1 programmer in Mamba magazine
- I wrote two demos on the IBM PC. They were written in C++.
- I wrote a packer called Wanderpacker. It didn't do a very good job of compression but it did pack consecutive bits. It was just to say I'd done so... and I did so.
WANTED
Tide of Time - co-op demo
Afterlife - Survivors demo
Or any other demo I was part of

CONTACT

admin (at) ontario(REMOVEME)ghost(REMOVEME)towns.com

YES I KNOW
The logos look awful, I wish I was a better artist or that I had an artist at my disposal. Some of the logos just made the demos look awful.... and looking back, I see some arrogance in my scroll texts :), but also a lot of warmth for other people.
Mike

Questions

Did I rip?
Only in the beginning before The Survivors became well known. This doesn't include music and graphics from games and other sources. I'm not a musician nor an artist and without a devoted artist as some European groups had, I was left to my own devices. I tried making my own logos, some didn't turn out too bad. Other logo attempts were horrid. For the later on years, there are only so many ways of making a scroll, only so many ways of doing an FLI or a raster bar. How can you look at one intro and look at another and say one was 'ripped'? Ripping code isn't a magical spell either, you can't just place something into your own work. There are memory locations and interrupts to contend with. Nobody has ever proven I ripped anything after my beginning months in The Survivors. I chaulk it up to jealousy. It's really a matter of I simply don't care - I continued to code as I saw fit, and most of the people loved my work. Some didn't, and I accept that.
Were you a software cracker?
No I focused strictly on programming. You won't find any illegal software on this page.
Who were some of my idols?
I looked up to Changeling of Abyss (An American group). I think in the end I surpassed Abyss in skill but that's because they left the scene. Had they stayed on the scene, they might very well have blown me away. For the era though, I have to say Abyss definetly set the standards. On the other hand, Streetkiller and Lords far surpassed my abilities. I could never get vector graphics to work. Towards 1990 I felt that I was falling behind. Relentless, my last major demo was a brilliant piece of work however it was not up to par with the newest routines. I'm glad I left when I did because I don't think I could have kept up any more. The routines today are out of my league.
Would I ever come back to the scene?
Never. Also all contact information in the demos and intros is now invalid.
Would I do it all over again if I could?
Probably not :) Honestly.
What were some of my highlights?
25 scrolls at one time on the screen (it used up the entire raster time). Learning FLD (Flexible Line Distance), a full screen scroll, the Relentless demo itself and turning the demo game Dominator into a fully playable game.
What's a raster?
In simple terms, a television/monitor shoots out electrons onto your screen, which is coated with phosphor. When the electrons hit the screen, it lights up. Naturally to watch full motion video on your television, you can imagine this happens rapidly, and it does, 60 times per second! So from a programming point of view, we can actually tell a computer to turn the screen RED when the raster line is at the top, and then turn the screen BLUE when it is on the next raster line. When you look at some of the pictures below and you see the nice colour bars (grey in After Forever or the orange ones in Serenity) those are actually telling the computer to turn the screen a certain colour. All we do is tell the computer to set the background colour of the screen, the same way you would on a webpage or fill the screen with grey or orange in a painting program. The trick is, with machine language we can change the colour in accordance with what line the raster is on. It's like we're telling the computer to just turn the entire screen one colour, and it tries to, but we tell it to do it so quickly (every new horizontal line) that the end result is a series of colour bars which are nothing more than background colours. The same principal applies for scrolling messages. We just tell the computer to look for our 8 raster lines (because text characters are 8 pixels tall) and when it hits that line, to move the screen to the left by one pixel. If we didn't do it this way, the ENTIRE screen would move left. But this way (like the colour bars) only one line appears to move. It's of interest to note on the Commodore 64 a scroll is really just moving the screen 7 pixels to the left and for the 8th we physically move all the text on the screen left by one character, losing the character on the left, and placing a new letter on the right. Have I lost you?

Why were your rasters so crooked?
The rasters were crooked in the early demos and intros because I didn't use timing tables. I programmed in PAL assembler and I tried to set up a table of numbers to delay the computer and straighten them out. The timing table failed. I'd change the values and recompile the demo and just get fed up not seeing results. It's been said that Mandrake 'showed me' how to make straight rasters. This is not true at all. I simply changed methods.
xxxx LDA $d012
CMP $D012
BNE xxxx
This method would check the scan line and wait until it looped to a new line before drawing another color. I asked Mandrake for some guidance on FLD, and in one of the Public Enemy intros I did, you can see 100% smooth rasters. I was so happy with that intro. The bottom of the screen uses an FLD routine to push away the old information and bring up new information. I wouldn't say he showed me how to do it, as I'd already been playing with a routine. He showed me how to set the screen back to normal for anything BELOW an FLD routine. For example on the Rampar intro with the bouncing scroll and the soldier walking through the jungle, the FLD bouncing scroller in metallic colors would have pushed the soldier and forest down, another FLD was required to offset this. So for those who say I was shown how to do FLD or smooth rasters, they are mistaken.
Did you make any enemies?
I'm proud to say I got along with most everybody. There were those however who didn't share my free spirit. I was phoned at 2AM by a member of one group to tell me how my programming sucked. I told him to call back at a decent hour, and he did. The next time I simply told him, "You have the right to your opinion", which caught him off guard and he terminated the call in a hurry :) He couldn't program, couldn't NTSC fix, couldn't do much of anything except shoot his mouth off. It's rumored he would tape these phone calls to play back later. Truly a case of a low esteem if I ever heard of one. Then there was a member of FBR who I call raster boy. This guy was one of my idols growing up but he turned into a major egomaniac. He rudely called me up one day and accused me of badmouthing him or ripping his routines. I corrected him and he backed down. Oddly enough I noticed someone from SPEAKEASY (his last known ISP) visited my page. A few minutes later someone tried to subscribe me to a mailing list (and failed). Coincidence? I wonder.
Why did you change your name from Satan to Wanderer?
I chose -=Satan=- with the -= =- to make it unique. Later on I thought, this was a corny name. I'm Catholic and it just doesn't seem right. My friends would mock the name too, with their imitation voices. I just thought a change would be nice, something more unique and less evil sounding. Nobody was behind my changing it except me.

The Early days

I started out as a programmer on the Commodore PET in BASIC. Then I moved over to the Vic 20 with it's whole 22 character screen. I wrote some BASIC games and was a real gameaholic. I then bought a Commodore 64 at an electronics store sale. There were only two of them in the store and people were waiting in line for the store to open. We were almost first in line and when the doors opened, I casually walked towards the two Commodore 64's. I looked behind me and saw people RUNNING into the store. With that, I ran towards the C64 and snatched it up before anybody else did. I didn't know there would be such crazy people. It turned out one of the joystick ports was broken (I guess that's why it was on sale) and we had to get a chip repaired to fix it.
Eventually I attempted to learn 6502 Machine Language. I can remember sitting in the back seat of the car, on a family trip. I was reading a Compute magazine with a machine language tutorial. It was very simple, it would display a single asterix on the screen.
LDA #$2A
JSR $FFD2
RTS
I couldn't understand what it was all about (can you?) and asked my brother for help. From there on, I made it a slow and steady climb to learn the language. The progress is unmistakable as you watch early 1988 demos and them compare them to 1990 demos. Choppy scrolls, shaking raster bars in the beginning. Smooth scrolls and bouncing logos in the end. It is important to note that I was NOT a software pirate. I coded strictly for my own pleasure and put software into the C64 community. I also made a few games, but they were not very good. One was "Jailbreak from something". I did the graphics, unlike commercial releases which have artists. It still amazes me that I coded in the same language as commercial games (eg. Ghosts and Goblins) but I could never write anything that was a challenge to play.
I released some LOCAL releases within my city. Some of the titles were Santa Claws (note spelling), Santa Claws 2, 3 and Soul Stripper. These are hard to find and represent my very early days as a programmer :)

The Survivors January 1987- Fall 1988

In 1988 I joined a group called The Survivors. It was run by Boba Fette who was thinking of leaving FBR. I was worried that my programming wouldn't be good enough for the 'scene'. The scrollers were still choppy and I was still a beginner programmer. BF reassured me that I'd learn. And I did! He phoned me back about a month later and we started up The Survivors.
I ripped a scrolling star routine from an intro and used it in a Survivor intro. This started a series of 'ripping' rumours. It was true at first, but once I learned how to program on my own, I didn't rip. I did what most everybody else did, and looked at code to see how things were done. I'm positive we all did it to learn, I just chose to use it in an intro that would be shown to others. In a few months, I was making my own intros and demos with nothing but PAL assembler and my own mind.
I remember being on some conference calls with people from all over the world: Germany, Belgium, Denmark and Austria. It was wild. Ikari consisted of such members as PAL (Paul) whom me and Nik/Ikari made fun of because he spoke so little. He was a brilliant programmer but quite quiet. PAL and Nik resided in England while Just Ice of Ikari resided in Denmark. I can remember asking Just Ice what was so difficult about cracking a tape cassette game, and he didn't like that comment too much.
The Survivors became a very well known name across North America. We dealt with Ikari and Talent overseas. We enjoyed worldwide fame for about two years until Boba Fette left to join the Amiga world (Alien Thunder) around fall of 1988 and I was left trying to keep the group together and keep Ikari as our import contact. In the end I gave up, and joined PE.
Ikari intro

Some members we had were: Badd Boy (importer), Prowl (bbs), Stryker (?), Boba Fette (importer), Kid Quick (importer), Silver Surfer (importer) , Stryker, Megatech (?), Lady Godiva (really she was), Badd Boy (importer), and Satan (my old name). It was nice to see us greeted by all of the major European groups.
Boba Fette now works for an internet security company, I work with computer networks. Unknown what the other members are doing. TS ended by August of 1988. I made contact with Badd Boy once, but I forgot what he was doing. It's been over a decade.
This is the infamous ripped star routine intro

ILLUSION 1988

(Thanks to Jani)

DOWNLOAD THIS INTRO

In June of 1988 I joined Illusion after The Survivors folded. It was run by a guy named Big Man. He was one of those egotistical types who thought highly of himself. I thought of him as more of a greasy Guido type guy. I remember Intruder (I'm pretty sure it was him) was a brilliant programmer who was able to create his own hardware for the 1541 disk drive. He sent me the hardware to modify my own drive. I think it was for a 15 second diskcopy but I'm no longer sure. To be honest with you, I would ALWAYS trust a 3 minute disk copy over a 15 second copy. It's just too fast if you know what I mean.

1988

In the August of 1988 I joined Public Enemy who was looking for a programmer. That's my logo above.
Members: Alien (code, 12/87), Alley Kat (12/87), The Codebreaker (12/87), The Perplexer (import, 12/87), Mandrake, Wasteland, Blackbeard, Instinct, and Wanderer.
It was quite competetive at times. I remember once being on a Public Enemy phone conference where Mandrake and others were making amusing jokes about another group (who were also on the phone). Someone spoke up and asked, "Hey where's Wanderer??". I replied that I was there, listening, but I wasn't going to badmouth anybody, even a competiting group. The response from the other side, "That's cool." Yes it is... I made a lot friends by trying not to gain an ego and not thinking I was ever better than anyone else. This gained me respect. I would try to help other people with machine language if possible, something not all of the programmers cared to do. I never forgot what it was like being that beginner, the beginniner that had to learn on his own.
Mandrake apparently works for Oracle now.

Note: After Public Enemy, the same members formed a group by the name of A R C A N A.

Mid 1988-1989

The RAMPAR logo above was drawn my myself.
Some members we consisted of included Kid Quick (Dave), Minotaur (Mike, a programmer/NTSC fixer who we rarely heard from), Player -1- (programmer) and myself. Rampar was mainly in importing group, and there weren't a lot of demos released under their name. The name Rampar came from a bike that Kid Quick owned. Betcha didn't know that :) By this time I had mastered rasters and smooth scrolling and was beginning to play around with many ideas. Most of my ideas came when I slept. I'd go to sleep wondering how I'd accomplish an idea, and my subconcious would take over and I'd wake up with the answer. Seriously! Dave just disappeared off the face of the Earth one day and the group fell apart.
Rampar had competition from another USA group called Mayhem. It wasn't always a pretty picture, with both groups releasing demos pronouncing the other as inferior. I released a "Stormbringer sucks" demo because he said he was Canada's Best. It was more a battle of the egos, for some no name to come out and say such a thing. I believe Stormbringer was a great coder, but he lacked the style and inagination necessary to make a decent intro. Everything was about rasters. He was a great NTSC fixer though, something I never was able to do.
Some of my best programming was done under Rampar. I especially liked the intro with the running dog (see the intro section). Many times I'd load up my own intros and demos and just watch them over and over.
There is some confusion as to why I appear on intros for Rampar AND Public Enemy for the same time in 1988.
Raster bars swooping up and down in the top, a red plasma effect in the top, the white rasters in the border to each side of the scroll (in green) were split rasters. The left would light up, then the right, then both, and then they would flash diagonally.
Kids will be Kids
In my Powerdrive demo, the group MAYHEM fell into the firepit and burned (on the greetings page with the guy on a bike). Jynx of Mayhem took offence to this and released "Rampar vs Mayhem" in which a Batman character threw an object at our logo and cracked it. He went on to say how I used ripped routines and changed my name from Satan to Wanderer. He asked why I put my old name in brackets "Wanderer (Satan)" and then went on to answer his own question. The whole demo is a joke, and a little kid whining. His justification was that my rasters were crooked and I used 'ripped routines' so I was shamed into the change. All this over their group falling into a fire pit. Imagine, little old me having that control over someone that they felt that hurt. Jynx also claimed Mandrake had to help me straighten out my rasters, but as we all know they were straight before he came along.
In actual fact, "Wanderer (Satan)" was my way of letting people know (as I said in Power Drive) that I had changed my name. If I was ashamed of it, I would not have made mention of the old name, or that I had even changed it. It goes back to the whole issue of not wanting a cheesy nickname (Satan). People will believe what they want, that I have no control over. You decide what the truth is :)

My relataliation demo came below in which a giant mammoth jumped on Stormbringer (the programmer for Mayhem). Looking back, it's all one large ego joke.

Stormbringer came out of nowhere and made an intro of his own, and at the end a robot came out and zapped the slogan, and replaced it with, "Stormbringer - Canada's Best". I thought this was pretty arrogant so I released my own demo. It wasn't a big deal to me, I'd been around for a long time and continued to be around after he left the scene and I've demonstrated my programming abilities. In the demo, he is crushed by a large mammoth creature. He was a good fixer but lacked imagination for intros.

FANTASY 1989-1990 (First Release May 25, 1989)

*** You can CLICK the picture to download the intro. ***
The intro shown above had amazing music, the alien faces would bounce down and knock the scroll down, and it would bounce back up. The music was especially nice.
Some members included Asterix, Mantronix, Warez King, Mantronix and Kickback. I'm not sure how Fantasy folded. I came up with some nice intros for this group.

NEC Early 1990 (March)

I'm not sure how I ever got in, but I joined NEC. However I released a demo under the NEC name without going through proper channels and was booted out by Horizon (Zsolt). I can't say it bothered me, after all it certainly didn't hurt to put out a release under their name :) What bothered me were those who took things for granted or were just morons. There were offers to send me a modem if I made an intro for someone. The modem was never sent of course. Phone calls at 2 and 3 in the morning (conference call) from morons in other groups.

EVIL (Demo Group) Early 1990 (March)

Around 1990 I joined a mostly Canadian group, EVIL. We were strictly a demo group, not importers. Taskmaster (Warren Marshall) ran a BBS as well as the group. Barbarian was another member. Taskmaster now works making PC games (eg. Unreal II) for Epic these days. You can find many interviews with him on the internet. I don't know what the other members are doing.

Storm 1992

Storm was towards the end of my programming days. The members (mainly from Ontario, Canada) included Cybernoid, Flea, The Phantom, Fireball, Line Noise, Stone Fish, and Sabre. Storm's history shows that I remained on the scene well after Relentless's release in 1990. I had the C64 equipment laying around and decided foolishly to work on a co-op demo with Bonestripper of Revenge. The demo was called Copkiller. The demo's idea originated with me sitting down one evening and drawing a police car picture. One of my hobbies is trading police vehicle equipment (strobes, flashers). The end result was a really horrid page, Bonestripper's contribution rivaled my own. I hated this demo and was glad that not many people saw it. For this reason it is excluded from this page, although copies are easily found online.
An old webpage for Storm can be found here.

Relentless - My final dem o
I finally found a working copy of my final demo on the Commodore 64. It was called Relentless. It was an entire disk (which back then was 664 blocks or about 1/10th of a PC floppy disk). This marked the end of what was almost a decade of programming on the 8-bit. The demo was my farewell demo to all the friends I had made on the C64. It was quite a ride, making many friends, calling many bulletin board systems (BBS). This was before the internet came along. By the time this demo was released January 25,1990, most of the people I had known had already quit the scene. |
Download Relentless.ZIP or download Relentless.d64 (works with emulator)
1) Scrolling scredits, 2) This page looks plain because it was coded by my girlfriend at the time., You don't see many pages by women, I had to help her out but she did most of the work., 3) My brother wrote this page, including the split rasters., 4) 256 colors on a 16 color computer. Impossible you say?, 5) Some of the iingredients' the demo required., 6) Cynthia - drawn by James S. You could scroll down and see her entire body., 7) Two DYCP scrolls (different-Y character position), 8) Same screen as #7 but a reflective ball appears, 9) The logo shadows to the spotlights that beat to the music, 10) A DYCP scroll bouncing up when a ball hits it and also reflective scroll, 11) Four computers all with seperate animations inside them., 12) Drawn by James S. Taken from a horror movie poster. Sadly the final (and best) file of the demo is corrupted and there is no known working copy.

I also wrote a program called NightWriter. It was one of those text display programs that would allow you to enter text and have it shown as a standalone executable program. It was ideal for notes appended to releases and such. I believe it was titled NightWriter after an actual user named NightWriter. I was paid in US cash to make the program, which was eventually released to the public. You may download it here (Lynx format).

--- DEMOS --- --- DEMOS --- --- DEMOS ---
...Assorted intros can be downloaded in this file - Show and Tell
I'd like to point out that over time, I think people grew tired of sitting back and reading scrolls and more scrolls. I know I used to break into the machine code to read the scroll instead of watching someone's text slowly scroll across. For this reason (boredom and repetition) I tried to make my demos and intros INTERACTIVE.Sometimes you could change the music, scroll speed, colours and screen functions while watching a demo. One intro even went so far as to allow you to pick up the joystick and turn the music off and on, restart the scroll, show the credits, or exit the intro.

Santa Claws An old early demo (local release) Released 1987? Trivia : Choppy scrollers, a page that faded your 1541 light in and out. Download it here |

Santa Claws II An old early demo (local release) Released 1988? Download it here |

Santa Claws III An old early demo (local release) Released 1989? Download it here |

Holocaust The Survivors FIRST demo - January 8, 1987 Trivia : Choppy scrollers, a page that faded your 1541 light in and out. Download it here |

Let it Rip (music demo) Unknown date Download it here |

Robocop demo 1988 Trivia: This is one of my very first demos ever. The scrolls are rough, not smooth. I have to admit it wasn't the best but even a great artist begins painting with crayons at one time. Download it here |

After Forever Feb. 27, 1988 Released under The Survivors Download it here Trivia: The name came from a Black Sabbath song. Last page has 12 sprites, my first time. |

Serenity April 7, 1988 Released under The Survivors Download it here Trivia: I believe the name came from seeing the picture in the final screen. |

Coherent Light April 26, 1988 Released under The Survivors Download it here Trivia: Boba Fette came up with the name. I couldn't understand what it meant but he thought it was rather neat. |

Thunder and Rain August 28, 1988 Released under Public Enemy Download it here Trivia: The name came from my love of stormy weather. |

PowerDrive December 13, 1988 Released under Rampar (ex The Survivors) Download it here Trivia: The demo name came from a song by the music group Venom. Second page has a guy on a bike that would do a 360 degree turn, you could change the speec of the scroll. Groups would scroll by on the conveyor belt and either scroll along or fall into a fire pit. |

Powerdrive II Feb. 9, 1989 Released under Rampar Download it here Trivia: The flags came from Summer Games and featured greetings from the countries you selected. |

A New Decade Jan. 1, 1990 Released under Fantasy Download it here Trivia: This demo is self admittedly, pretty simple. Nothing special just scrolls. |

Wanderful March 9, 1990 Released under NEC Download it here Trivia: I was booted from the group shortly after releasing this. I tend to make my own rules and releases. There are some very neat routines in here. Some of the parts though, I thought looked crappy but I released them anyways. |

Summer Rain July 4, 199? Released under Evil Third picture above is 25 different scrolls and 25 different speeds. It was hell on the IRQ interrupts but no other American programmer had done it. Download it here |

Puke September 1990 Released under Evil Trivia: I didn't understand why we had such a horrid name. While I was making this demo, my girlfriend's father was dying. It was difficult for me to work on such a demo with such a horrid name (I didn't choose it) knowing a good man was dying. On a lighter note, the second page features a helicopter which lifts the logo into place and the Wanderer logo swings left and right. The little face to the left actually 'pukes'. I laughed when I saw this demo again, it's hilarious. Download it here |

Incest Unknown (1990?) Released under Evil Download it here Trivia : The name is disturbing but I only chose it because I had some pictures I wanted to use in a demo. The first screen is hazed out because it's an adult nature screen. I don't condone such activity, it's just a title for a demo. The last screen featured a plotter. |

Brain Dead Unknown (1990?) Released under Evil Download it here Trivia: This is a demo with many many screens, with no apparent rhyme or reason. It's not supposed to make sense. Nice music. |

Topsy Turvy Unknown date (1990?) Released under Evil Download it here This was a simple demo and should have been part of a compilation demo of 'screens not up to par to release' |

Twilight August 12, 1990 Released under Evil Download it here Multiple parts, around this time it was becoming painfully obvious I was falling behind in the new routines being developed. Trivia: I used some music from Jeroen Tel that Tim (The Last Dragon) gave me. He asked that I don't use it, but I ignored him and he called me up to give me shit. |

Cremation Released under Evil Download it here This includes pages from the groups Lords, Havok and Venom. I wrote the loader page (first picture) and did a 25 by 40 character scroller (second picture). Nothing special, I liked my 25 scrolls better :) |

--- INTROS --- --- INTROS --- --- INTROS ---

Survivors Intro - 1988 Download it here Bouncing TS sprites, plenty of rasterbars. |

Survivors Intro - 1988 Download it here Bouncing TS (colorbars in letters), wobbily rasterbars throughout |

Survivors Intro - 1988 Download it here Rastebars swoop up and down, text scrolls in two grey bars. |

Survivors Intro - 1988 Rastebars, rasterbars everywhere. |

Survivors Intro Boba Fette wanted the picture of the soldiers from Platoon. I told him I'd see what I could do. The result is a very nice looking intro with bouncing sprite scroller. |

Survivors Intro Lots of raster effects, the rasters are crooked. |

Survivors Intro Lots going on here. Action in the logo, TS letters flipping around, an upwards scroll (between the blue lines) and 7, yes 7, songs you can choose from. |

Survivors Intro By now you can see the trend. Rasters, grey scroll bars, sprites. It's getting boring. |

Rampar Intro One of my all time favourites. Cool music, a solider walking through the forest and a nice logo swinging back and forth on chains. Oh, and an FLD bouncing scroll in metallic colors. Download it here |

Rampar Intro Nothing fancy, just some nice rasterbars and sprites flying around. | Download it here

Rampar Intro I loved this intro. It had an FLI bouncing scroll on the bottom, a dog ran across the middle of the screen (see third picture). A commando style soldier walks out from the left and shoots a grenade at an enemy hidden in a foxhole that opens up on the last "A" in Rampar. A snake (bottom of the first "A") lowers his head and moves around. I wanted this to be a "there's a lot to see here" intro. Download it here |

Rampar Intro The music seems to be a bit scratchy on the emulator, a nice red plasma effect, and lots of raster action. I liked this intro. Click to download intro |

Public Enemy Intro This Public enemy intro features a logo drawn my myself, smooth rasterbars, an interesting springy Public Enemy effect and an FLD routine on the bottom. The music was excellent! Download it here |

Rampar Intro This intro had two warriors running on each side of the logo as well as two motorbike characters below. Kid Quick wanted the intro done this way. It's not a bad piece of work. Download this intro |

FBR Intro (I joined them for a short while). Fine Young Cannibals music, a bouncing bottom scroller and one of the worst looking logos you ever did see. Death Demon of FBR pointed this out on his sad FBR page, but if he doesn't mention my logos I won't mention his lack of programming style and love of rasters. Download this intro |

Fantasy Intro Those of you who've seen Future Crew's Fishtro on the PC, may see some similarities in this demo. The only thing is, Fishtro wasn't written yet. My intro features water filling up into the letters "FAN". Taskmaster drew the logo (and from the looks of it didn't spend much time on it) After the water is full, a fish swims back and forth in the letters, while a chained woman in a globe bounces up and down. An innovative feature of the intro is that two scrolls are shown on one line while a flashing box moves back and forth, making each scroll longer or shorter in length. You can see it on the PC with the Emulator. When you press SPACE, the water drains from the letters and the fish safely leaves the lake. Download it here |
The landscape scrolled up as the intro began and then scrolled to the left. The music was depressing sounding. This wasn't anything special. Download it here |
Rage For Order Two sets of eyes blinking, bouncing RFO sprites and a split raster-bar. Download it here |
Fantasy Intro I loved this intro. A screaming face, a pretty woman and "angry" music. Mmh Mmh. Trivia: The music for this intro was remade and called "Fantasy Intro" because thats where they took the music from. Download it here |

Assorted

Aftershock Take a handful of some of the best programmers on the C64 from North America and what do you end up with? A co-op demo named Aftershock. My page is the second last with the "TS" on the bottom. There is supposedly a second file to this demo but I only have the first file. Download it here

Links TLD Crew Macbeth/PSW's C64 page (News, demo scene, etc.) The Fridge - Code Storage Facility Import 64 Onslaught Server 64 Commodore 64 MP3 remixes

PC Demos

Before you download these demos, I want to make one thing clear. They suck! The files were written in C++ (not machine language) and they used a seperate executable file to play the music. The graphics look pretty bad as well. You will see many screens with ideas ported over from the Commodore 64. C++ just doesn't cut it though. Making these demos was fun, we did it only because we had just quit the 64 scene and wanted to see what we could do. We were inspired by Future Crew.
Just as long as you understand these demos weren't intended for large scale release, they were just to see what could be done. I might also add that while the demos are pretty pathetic, they were both coded in just TWO WEEKS of learning C++. That means that from the time I picked up a book on C++ for the first time, until the demos were finished. If you know anything about C++, you will appreciate the way we were able to reconstruct some c64 routines. No assembly language is used for the most part.
The second demo uses what I call the Wanderpacker. The file is one single executable, with a nice front end screen. The packer unpacks the files, writes them to disk, executes them and then deletes them when you're done watching them. They should work under Windows but expect them to be FAST, too fast. Text is displayed too rapidly. After these two demos were made, we basically lost interest in pursuing coding.

* Boot from a floppy disk instead of running from Windows and the music should work, and the demos are closer to the correct speed *

Genocide (1993) Devil's Dance

Eagle Soft Inc. Eaglesoft ESI E.S.I. Mitch Exodus XDS UCF U.C.F. FairLight FLT F.L.T. Strider Hotline HTL Fusion Ian Ikari Talent Abyss Public Enemy P.E. PE Codebreaker Perplexor Mandrake Fucked Beyond Repair FBR F.B.R. Mayhem Elite Circle Intense Mind Slayer Shark Master Kracker Rowdy American Distributors RAD R.A.D. Triad Touch Class ATC A.T.C. Scouse SCG S.C.G. Weetibix Papillions FAC F.A.C. North East Crackers Commodore C64 C-64 64 SOHO Prowl Mitch Mr. Z Janitor Shark INC NEC N.E.C. Zsolt Mark LeMay Excalibur X-Factor XPB WGO Rocket Ranger No Frills International NFI N.F.I. Survivors TS T.S. Phoenix Epic Duplicator Candyman J.J. JJ Breaker Bod Stormbringer Warewolf Stanley Stan Quay Joe Sweeny Oahawhool Bob Niel Butcher Solomon Orion 1001 Crew Jewels Nato Dominators Eaglesoft ESI Panninaro Genesis Project GP G.P. FairLight FLT Triad Zsolt Horizon INC International Network Chaos F4CG Zenith Steve Mirage Gollum Warez Galore Player =1= Phantom JJ Breaker INC Jimmy'z Jimmyz Fusion Ronski Rab Doe More Stupid Initials MSI M.S.I. Last Dragon Head Librarian Commodore 64 C64 C-64 Mitch INC NEI N.E.I. Nepa Wild Boys Pira-Ted Green Griffon Intense Fantasy TSM Executioner Syndicate Skreemer Rampar Kid Quick Sorceress Acyee Blackhawk Side Sector Mr. Mister Ninja Death Demon Changeling David Luckan XPB Wanderer Crazy Lotus Thor Bit Bandit Pudwerx Thee Supreme Council TSC DCS T.S.C. Eaglesoft ESI Beastie Boys Alpha Flight Shark INC Contex Soho Twgi Censor SID Ben Daglish Ben Daglish Ben Daglish Jonathan Dunn Rob Hubbard Rob Hubbard Rob Hubbard David Whittaker Chris Huelsbeck Matt Gray Fred Gray Maniacs Noise MON M.O.N. Martin Galway Martin Galway Marin Galway Jeroen Tel Jeroen Tel Jeroen Tel Jeroen Kimmel Judges
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