[HN Gopher] The curious case of retro demo scene graphics
       ___________________________________________________________________
        
       The curious case of retro demo scene graphics
        
       Author : zdw
       Score  : 335 points
       Date   : 2026-03-30 05:27 UTC (17 hours ago)
        
 (HTM) web link (www.datagubbe.se)
 (TXT) w3m dump (www.datagubbe.se)
        
       | charcircuit wrote:
       | >It's a place of refuge from the constant churn of increased
       | efficiency
       | 
       | Increased efficiency also seems to be part of its appeal. The
       | limitation is you can't increase efficiency by just upgrading
       | computer specs, but instead have to find innovating ways to use
       | the existing resources as efficient as possible to make something
       | great. These kinds of optimization or compression problems seems
       | like something AI would be very helpful for, so I think it is
       | premature to try and ban its usage.
        
         | jackdaniel wrote:
         | This is quite tone deaf - demoscene stands for creativity and
         | resource constraint, and using ai cancels both in favor of
         | resource intensive cognitive offload
        
           | Reebz wrote:
           | Not knowing the scene and only what I took from the article -
           | it's precisely this. There is a reverence towards human
           | labour and effort that affords relaxing what are generally
           | accepted social contracts in other areas (e.g. copying). It's
           | a very interesting social construct where the self-policing
           | is in a very specific are whilst other areas are forgiven.
        
         | cess11 wrote:
         | The demo scene is obsessed with hardware and tooling.
         | Exhaustively knowing how things work and showing practical
         | results as evidence is the main activity at demo parties.
         | 
         | You can crib techniques from other people but unless you also
         | show that you understand them deeply, e.g. by creative
         | adaptions, you'll still be considered a lamer even though your
         | results match those of someone else.
         | 
         | This is one of the reasons why the demo scene still has a lot
         | of physical events, it's part of the socialisation process to
         | be in the same room as other people, putting in your final
         | touches while they observe and produce distractions that in
         | practice validate your abilities and respectable refusal to
         | take shortcuts.
        
         | zyx321 wrote:
         | AI would be helpful for finding innovative solutions?
         | 
         | Are you talking about some sort of hypothetical future Super-
         | AGI?
        
           | charcircuit wrote:
           | Even brute force from something like autoresearch could be
           | able to find ways to squeeze out extra space by trying
           | different ways to express things and rewrite it.
        
       | mda wrote:
       | In the Lazur's 256 colour rendition, it is curious that they got
       | the details in the front very well but messed up the third guys
       | face completely.
        
         | weinzierl wrote:
         | To me all the faces look messed but I believe it is mostly
         | because the image seems to be distorted, it is stretched in the
         | vertical direction. I suspect it was created on hardware with
         | non-square pixels and is just displayed wrongly.
        
           | andai wrote:
           | I was curious and took a look in an image editor. It indeed
           | fits much better with y axis scaled down 15-20%
        
         | exo762 wrote:
         | If look good if you look at the image in original resolution.
         | Click on it.
        
       | pixelpoet wrote:
       | As it happens I'm just on a train to Airbnb with large group of
       | demoscene and fractal art friends, full week ahead of the
       | Revision[0] demoparty! Hells yeah
       | 
       | My top pick for pixel art would be anything by Made of demogroup
       | Bomb, don't have a good link to hand sorry and need to change
       | trains etc. Also check this amazing pixel art book:
       | https://www.themastersofpixelart.com/
       | 
       | [0] https://2026.revision-party.net/
        
         | pavlov wrote:
         | I have two pages in this book (Saffron/TBL).
         | 
         | I made the images in Deluxe Paint when I was 16-18 years old.
         | It was a lovely surprise to be contacted two decades later by
         | the author who wanted to print them in this beautiful book
         | among many far more talented artists.
        
         | Razengan wrote:
         | Oh man I wish I could have cool friends
        
           | pocksuppet wrote:
           | Go to Revision and meet some
        
           | cess11 wrote:
           | See if there are any events close to where you live.
           | 
           | https://www.demoparty.net/
           | 
           | https://demozoo.org/parties/
        
         | imiric wrote:
         | Those books look amazing! *_*
         | 
         | Snatched the collection. Thanks for mentioning it!
        
         | customguy wrote:
         | Here you go! https://amiga.lychesis.net/sceners/Made.html
         | 
         | That whole site (and more) is worth checking out of course. My
         | favorite pixel art image at the moment is this:
         | https://amiga.lychesis.net/sceners/Facet.html#Facet_SamTakin...
        
         | kilpikaarna wrote:
         | Made is still active in the demoscene and creating art for/with
         | (the restrictions of) old platforms.
         | 
         | Check https://m4de.com/?tag=archives
        
         | myth_drannon wrote:
         | There are also Editions64K books https://www.editions64k.fr .
         | But it's more Amiga scene oriented.
        
       | JetSetIlly wrote:
       | > Farting around with Amigas in 2026 means actively choosing to
       | make things harder for the sake of making things harder. Making
       | that choice and still outsourcing the bulk of the craft and
       | creative process is like claiming to be a passionate hobby cook
       | while serving professionally catered dinners and pretending
       | they're your own concoctions.
       | 
       | People wanting to explore the use of generative AI for vintage
       | computers is happening not just for graphics but for code too.
       | 
       | I think in the case of code though, it's still interesting
       | because I don't believe there's been any success yet. I hear of
       | people having success with Claude in contemporary settings but it
       | seems to fare less well when working for older computing
       | platforms. There's a reason for that of course and it's worth
       | exploring.
       | 
       | However, it will cease to be interesting as soon as the first
       | person manages to create something substantial. At the point, the
       | scene should probably shun it for the reasons stated in the
       | quote.
        
         | roygbiv2 wrote:
         | There's definitely been success in using generative AI for
         | vintage Computers. Just the other day I got it to produce a
         | bootable floppy for my Amiga 1200. It loads the network driver,
         | uses BOOTP to get an ip address, connects to a server and then
         | downloads code via UDP that it will then execute. I doubt
         | you'll get it doing amazing graphical scenes like you see in
         | the demo scene though.
        
           | JetSetIlly wrote:
           | I really meant in the coding realm, but it's interesting that
           | it created a bootable floppy. That wouldn't be trivial.
           | 
           | Questions: 1) Which AI platform did you use? 2) Did it create
           | a binary image of the floppy disk (an ADF perhaps)? If not,
           | what form did it take?
        
             | roygbiv2 wrote:
             | I used cursor with a mix of Gemini 3.1 and opus 4.6.
             | 
             | It referenced the Amiga ROM Kernel Reference Manual,
             | appendix C to create a boot block in assembly. It's a raw
             | sector-mapped image, the build process creates a blank adf,
             | which then writes everything at it's fixed offsets and we
             | go back with another tool to patch the bootblock with the
             | right checksum so the kernel accepts it.
             | 
             | I copied that adf to the A1200 so I can then write it to a
             | real floppy.
        
             | amiga386 wrote:
             | > That wouldn't be trivial.
             | 
             | INSTALL DF0:
             | 
             | Just type that and your disk is bootable.
             | 
             | What I find mind-boggling is the handwave over the rest.
             | "Loads the network driver" - ok, which one? There's no
             | standard network driver, only a specification for writing
             | drivers (SANA-II). Was it a driver for SLIP/PPP over the
             | serial port, or a PCMCIA Ethernet adaptor, or something
             | else? Was it a copy of a driver someone's already written?
             | 
             | Also, it would be madness to try doing this _in_ a
             | bootblock, or insinuating that the bootblock did it. Demo
             | bootblocks take over the hardware and start using their
             | loading routines, eschewing the main AmigaOS, and that 's
             | the implication of saying something was done in the
             | bootblock (you have under 1KB of space so the first thing
             | you need is your own loader).
             | 
             | What's much more mundane and normal is a _standard_
             | bootblock which returns control to AmigaDOS and lets it run
             | the startup-sequence, whereupon you can use normal files,
             | libraries, devices, including a full suite of other people
             | 's networking software, including BOOTP (AmiTCP comes with
             | a client) and TFTP (see Olaf Barthel's tftpclient:
             | https://github.com/obarthel/amiga-sana-ii-tftpclient). But
             | it stopped being the "bootblock" that did it as soon as it
             | started AmigaDOS.
        
       | jamiek88 wrote:
       | These people literally gods to me growing up. My parents were
       | poorer than others so we never had any computer better than an
       | acorn electron but the demos my friends with amigas and Atari
       | ST's showed my blew my mind.
        
       | krige wrote:
       | It's hard to get in the era of ubiquitous 32 bit color depth, but
       | back in the day, part of the show was making merely your hardware
       | output picture very close to the reference in as many colors as
       | possible and good resolution too. This was where Amiga's special
       | video modes could really shine.
       | 
       | Thus, some demos, like the one where Lazur's image came from [0]
       | were just slideshows of very colorful images that were more than
       | likely traced from something.
       | 
       | [0] https://www.pouet.net/prod.php?which=3715
       | https://www.youtube.com/watch?v=FmhffwhGiK0
        
       | Findecanor wrote:
       | Demo scene graphics competitions these days tend to include work-
       | in-progress images, as evidence of originality.
       | 
       | The Revision demo party is soon. From the competition rules for
       | "Oldskool Graphics" [0]:
       | 
       | > Include exactly 10 (ten) working stages of your entry. All
       | entries without plausible working stages will be disqualified.
       | 
       | Yikes...
       | 
       | The rules for "Modern Graphics" [1] and "Paintover" similarly
       | also require work stages, but fewer.
       | 
       | [0]: https://2026.revision-
       | party.net/competitions/oldskool/#oldsk...
       | 
       | [1]: https://2026.revision-
       | party.net/competitions/graphics/#moder...
        
         | Sharlin wrote:
         | Was required back in the early 2000s already, but that's not
         | really what the article is about. It's talking about derived
         | work created by recreating another artist's existing work in a
         | different medium. Being able to provide WIP material is only
         | evidence that the technical labor is yours, not that the
         | artistic concept is original.
        
       | parasti wrote:
       | Focusing on "copying" seems like missing the forest for the
       | trees. There's the copyright angle, but copyright laws are
       | unnatural obstacles designed to give the original author some
       | control over what happens after publishing. They're not
       | fundamental, we made the laws.
       | 
       | What is fundamental is this: every artist starts out by copying
       | the works of others. It's how you learn.
       | 
       | And in that framing, once you publish your derived work, there is
       | only one question that arises - if you don't credit the original
       | author but sign your own name, you're fundamentally misleading
       | your audience. Your audience implicitly assumes you made the
       | thing. Maybe you made 95% of it, but if you don't give due
       | credit, it looks bad once your audience discovers that.
       | 
       | On more than one occasion my perception of an artist has shifted
       | once I discovered the "brilliant work" they created was actually
       | a remake of somebody else's brilliant work. It's a feeling of
       | being misled. It's never a feeling of "wow, this guy is a total
       | hack and has no ability of their own".
        
         | darkwater wrote:
         | > On more than one occasion my perception of an artist has
         | shifted once I discovered the "brilliant work" they created was
         | actually a remake of somebody else's brilliant work. It's a
         | feeling of being misled.
         | 
         | The spirit of the famous - cited in the TFA as well - quote
         | "great artists steal" is exactly that. If you don't know that
         | the inspiration came from somewhere and believe that what an
         | artist did was created in a vacuum, you will certainly think
         | much higher of said artist.
        
         | keyle wrote:
         | Exactly.
         | 
         | They wouldn't copy each other for copyright infringement as
         | much as it was a mark of respect. They carried each other's
         | arts as an evolution and respect towards each other rather than
         | copying; all bringing a small twist on what was before.
        
         | Asooka wrote:
         | This sounds so insane to me. If I own land and grow a tree on
         | it, the tree and its fruits are private property forever (mine
         | until I die, then inherited by my children, then their
         | children, or sold, transferred, etc ad nauseam). At no point
         | does the tree become "public", that would be utter nonsense. It
         | is property. Why should my ideas then be anything different?
         | They come from my head. I own myself, including my head, thus I
         | should own the fruits of my head like I own the fruits of my
         | tree and they should remain property forever. The fact that
         | copyright expires is one of the great tragedies of modern life,
         | though at least I can take solace in knowing I own my ideas
         | until I die.
        
           | mrob wrote:
           | Unlike the tree, nobody can take your idea away from you. You
           | retain possession of your idea even if somebody copies it. It
           | sounds insane to me to think you should get permanent control
           | over other people's communication just because you had the
           | idea before them.
        
           | Lerc wrote:
           | Perhaps, but that is your tree, if someone takes a cutting
           | from your tree and grows it into their own tree you shouldn't
           | own that tree, your tree is still there.
           | 
           | Eventually you get to the point where someone asks why the
           | tree is theirs and they say it's because someone in history
           | planted it, they were a relative, so it is mine now. It is
           | hard to assert a moral justification for long term hereditary
           | ownership without inviting investigations on how it was those
           | ancestors came to have the resources that caused the
           | ownership to begin.
        
           | vidarh wrote:
           | Copyright law exists exactly because it is universally
           | accepted that ideas are not property: Copying an idea or
           | expression of it does not deprive you of your ideas.
           | 
           | The entire notion of "intellectual property" is the creation
           | of an artificial monopoly rooted in very distinct and
           | separate goals from physical property that requires separate
           | laws if you want to restrict copying or exploitation, because
           | property law explicitly does not cover them.
           | 
           | Most copyright laws are also justified implicitly or directly
           | in the legal texts allowing them as creating an incentive for
           | the advancement of the arts and sciences - a temporary
           | monopoly right _granted_ by the state as a _deviation_ from
           | perceived  "natural right" - on the belief that granting that
           | right creates more benefits _for the public_ than not having
           | them, by encouraging the creation of more works.
           | 
           | And no copyright law protects your ideas. They protect the
           | specific expression of them. Patents - which do protect ideas
           | - are by design far more restricted and limited exactly
           | because they are far more invasive in depriving the public of
           | use of the very idea for the duration.
        
           | danparsonson wrote:
           | Did you spend your entire life in isolation from the rest of
           | human society? Because if not, then you have been influenced
           | throughout your life in a multitude of subtle and not-so-
           | subtle ways by the works of others. In what way, then, are
           | the fruits of your head entirely yours? We're all standing on
           | the shoulders of giants.
        
           | cess11 wrote:
           | Such a weird take. What are the similarities between your
           | fantasies and land that to you make the philosophical
           | convictions involved in private property laws applicable to
           | those fantasies? Why isn't it good enough for you to
           | fantasise about land and a tree, and why doesn't the answer
           | to this undermine your reasoning?
           | 
           | Personally I'm not convinced by the arguments for private
           | property, which makes your comparison even weirder than you
           | likely intended.
        
         | gchamonlive wrote:
         | > if you don't credit the original author but sign your own
         | name, you're fundamentally misleading your audience
         | 
         | Even that has its limitations, because otherwise nobody would
         | be able to draw references. The challenge is always where to
         | draw the line.
        
       | aditmag wrote:
       | It would be so awesome to make a cartoon today using original
       | techniques with hand-drawn scenes, multiplane cameras, and most
       | importantly jazz music :)
        
       | shevy-java wrote:
       | > Pixel artist Lazur's 256 colour rendition (left) of a photo by
       | Krzysztof Kaczorowski (right). A masterful copy showcasing the
       | sharpness, details and vibrancy achievable with pixel techniques.
       | 
       | Well - the edited image looks clearer in the rendition, but also
       | more fake. So unless that was the goal, I prefer the more blurred
       | image, simply because it is more authentic than that digital
       | edit. Many AI images have a similar problem; they look very out
       | of place. I noticed this in some games where AI generated images
       | are used. The images look great but they simply don't fit into
       | the game at hand or they have a style that looks alien. Case in
       | point was mods for the game Baldur's Gate 2 EE, where these
       | images are great but they look very outside-ish. And that's a
       | problem that seems to be hard to get rid of from such generated
       | images, at the least for most of those I saw so far.
        
         | cess11 wrote:
         | It was done in 1995, and likely not as an edit, but as a hand
         | pixeled replication.
         | 
         | https://demozoo.org/graphics/28620/
        
       | skrebbel wrote:
       | Let's not forget that most of these pictures were made by
       | teenagers, doing the best they could (and hoping others didn't
       | know about Boris Vallejo). The demoscene was very young back
       | then. Copying is generally considered pretty lame in the
       | demoscene these days.
        
         | _the_inflator wrote:
         | Exactly. 12-16 was predominantly on the producer side.
         | 
         | The hidden deciding factor nevertheless was time. And that
         | affected the whole production cycle: coding, graphics, music,
         | crunching, copying, spreading (postal services!).
         | 
         | We had way more snow back then and we enjoyed working on
         | something for hours till the wee hours.
         | 
         | 18 was a deciding factor because after that military service
         | killed quite a few scener careers.
         | 
         | Have a look at all the pr0n stuff pixel graphics that were
         | cherished by the young studs as well as all the scroll texts as
         | well as early disk magazines or pictures of programmers in
         | computer magazines, with lots of profanity and simply stating
         | age competition: 14 years old scolding 13 years old...
        
         | Sesse__ wrote:
         | > Copying is generally considered pretty lame in the demoscene
         | these days.
         | 
         | You will still see plenty of e.g. SID covers of existing pop
         | music, without anyone really batting an eyelid.
        
           | skrebbel wrote:
           | Fair. Pretty lame tho.
        
             | Sesse__ wrote:
             | That we can agree on.
        
               | galangalalgol wrote:
               | At least they know who to cite, even if they don't. I
               | like to have a diffusion model generate an image of my
               | desired subject in whatever media I choose then look at
               | it as make something close but not quite the same. I'm
               | copying tons of people I don't even know. But I am also
               | just practicing and don't try to pass it off as my own
               | creation.
        
         | momocowcow wrote:
         | It was considered "pretty lame" in the 90s, yet the best did
         | it. It was just harder to figure it out.
        
           | vidarh wrote:
           | A _lazy_ copy has of course always been lame, but it also
           | depends on when in the 90s, and the platform.
           | 
           | There were plenty of images that amazed me back then even
           | though I was perfectly aware of the source material. It
           | depends on the platform, and the amount of effort going into
           | recreating it. Reinterpreting an image for a C64 or Amiga
           | with a restricted palette is a skill in itself. Copying it
           | for a platform, or in a style / resolution / bitmap depth,
           | where you might as well use a scanner, not so much (and so,
           | of course, the accusations became more and more frequent,
           | often warranted).
           | 
           | Copying it and trying to pass something off as original is of
           | course also very different from acknowledging the original
           | and letting the conversion stand on its own as what it is.
        
         | itomato wrote:
         | Making something appear digitally that only exists in the far-
         | away analog world still gets 'em.
         | 
         | If it's indistinguishable from the real thing but made without
         | any of the traditional tools, it's remarkable, even if you
         | think it's lame in any way at all.
        
       | onion2k wrote:
       | I grew up in the era of the Amiga and got into computing in some
       | part due to demoes like Technological Death and Unreal. Not sure
       | if 10 years is too new to be considered 'retro', but "Intrinsic
       | Gravity" by Still is my favourite demo ever. It's lots of
       | different scenes that transition beautifully from one to another:
       | https://www.youtube.com/watch?v=-ZxPhDC-r3w
        
       | bob1029 wrote:
       | I like the case of video editing. This is a situation where
       | oftentimes zero percent of the source material is your own
       | creation. Most would still consider this an artform. Shaping the
       | overall meaning of a pile of raw assets is usually way more
       | valuable than any one asset in isolation.
       | 
       | Successfully integrating many disparate parts has always been the
       | big ticket item. Dealing with the rough edges and making
       | different ideas play together nicely is where all the value lives
       | in most businesses.
        
       | andai wrote:
       | On my device, low res versions of the images are displayed, I had
       | to click them to open the full res versions -- which I very
       | highly recommend!
       | 
       | e.g. I zoomed in to view the matchbox texture described in the
       | article, and found it a blur. (Clicking loads the uncompressed
       | PNG.)
       | 
       | Personally, I think for this page, loading full res images inline
       | is warranted. The resulting 3MB page size would be more than
       | justified :)
        
         | layer8 wrote:
         | This is stated under the first image: _All images on this page
         | are clickable and link to non-lossy versions when available._
         | The aim is to not have large amounts of data be downloaded by
         | default.
        
       | richrichardsson wrote:
       | Not sure I agree with the final takeaway point. At least from a
       | personal standpoint anyway. I used AI images in a couple of Amiga
       | intros, but actively admitted to using them. At the time there
       | wasn't quite the backlash against their use, so now would
       | completely steer clear, but not having access to a graphic artist
       | is reflected in the output I've managed in the recent times
       | (zero).
        
       | cubefox wrote:
       | That's was a great read and I agree with the author. Though to be
       | honest, I don't particularly like the type of Amiga pixel art in
       | the article. That is, pixel art with relatively high resolution
       | and relatively high color depth. Everything looks too smooth and
       | hyperrealistic in my opinion.
       | 
       | I think things can look much better for pixel art that is either
       | very low resolution (e.g. the small characters and objects in a
       | SNES game, which would usually be just a few pixels wide, so
       | every pixel has to be placed deliberately) or has a very low
       | color depth (a pallette between two to ~16 colors, like the
       | backgrounds in a PC-88 game), or both (like the sprites in a Game
       | Boy game).
       | 
       | An example where higher color depth can ruin the visuals is
       | "Snatcher" by Kojima. The backgrounds for the original PC-88 and
       | MSX versions were relatively detailed (200x100 pixels perhaps),
       | while the color depth was very low (8 colors?), which greatly
       | accentuated the pixel-art look. However, the later re-releases
       | added more and more colors and smooth gradients, which only made
       | it look worse, like a mediocre comic book.
        
       | kilpikaarna wrote:
       | Man, this really brings one back to discovering
       | https://gfxzone.planet-d.net/ sometime around 1999 (when this was
       | already fading into the past because the scene was dying, PC with
       | 24bit graphics and painting software pushing out DPaint andAmiga
       | palette stuff etc), reading all the old interviews where "No
       | Copy!/?" was a core issue and looking at the galleries.
       | 
       | "Danny leaves the scene" (because it's just a bunch of kids with
       | scanners and he's got a job at Eidos now) never forget!
        
         | djmips wrote:
         | This is a lot of fun to check out. Thanks!
        
       | imrozim wrote:
       | the attribution point is the real crux. the demo scene actually
       | had a strong culture of crediting influences and techniques
       | greets, shoutouts, releasing source code. the copying was open
       | and celebrated. the problem with modern inspired by work isn't
       | the copying itself,it's doing it silently and letting audiences
       | assume full originality
        
         | myself248 wrote:
         | My recollection is that the .MOD tracker music scene was the
         | same. Credit your samples and nobody bats an eye! Be seen as
         | "stealing" a sample, and you're persona non grata. It's really
         | that simple.
        
       | momocowcow wrote:
       | The famous spinning head from second reality is directly taken
       | from the book "How to Draw Comics the Marvel Way". Check it out
       | on page 72
        
       | tom607 wrote:
       | Nice video from the Ahoy channel on his recreation of a pixel art
       | burger that I think offers a really nice insight into the process
       | for creating images like these
       | 
       | https://www.youtube.com/watch?v=i4EFkspO5p4
        
       | bowsamic wrote:
       | If only the demoscene wasn't so horrible culturally. It's
       | absolutely full of old sceners who have "earned" being dicks to
       | people, and unfortunately many newbies who think that the way to
       | be a real scener is to copy that behaviour. The constant
       | flamewars on pouet.net are embarrassing. It is a good reminder
       | that the internet did not used to be a nicer place though
        
       | Lerc wrote:
       | I would contest that choosing not to reveal the use of AI is due
       | to an agreement of the nature of the behaviour. In an ideal world
       | that could maybe be the case, but I think the driving force
       | behind secrecy is harassment.
       | 
       | There are those who use AI as part of their process proudly, but
       | secretly, because they know they will receive abuse.
       | 
       | I really wonder how some people think of themselves as artists
       | while simultaneously attacking another persons choice of self
       | expression.
        
         | fao_ wrote:
         | > I really wonder how some people think of themselves as
         | artists while simultaneously attacking another persons choice
         | of self expression.
         | 
         | Because AI art is not art, and rips off existing artwork in a
         | way that is more than learning from the style and imitating.
        
           | Lerc wrote:
           | Why do you get to proclaim what is and isn't art? It is a
           | topic that has been debated for millennia.
           | 
           | Almost every respected art form today was birthed to cries of
           | "That is not art"
        
         | itomato wrote:
         | GenAI tools absolutely suck at pixel art from my experience.
         | They can mimic aspects of the look at the display layer, but
         | they are fundamentally bogus.
         | 
         | Sprite animation in particular is bad unless you build a
         | bespoke engine to spit out sequential PNGs.
         | 
         | A poser will give, but not withstand (and internalize)
         | critique. An artist is too busy producing or suffering to care.
        
           | Lerc wrote:
           | > They can mimic aspects of the look at the display layer,
           | but they are fundamentally bogus.
           | 
           | The same could be said of a lot of retro themed games. They
           | frequently do not adhere to the same requirement such as
           | number of colours per attribute cell. Nevertheless, they are
           | producing a style that they are aiming for.
           | 
           | But I agree that GenAI tends to suck at pixel art. It will be
           | interesting to see how much that changes. More importantly
           | poor quality art is still art, and frequently making poor art
           | is the first step towards making great art. You don't have to
           | like or applaud things you don't feel are very good. It is
           | just not kind or useful to attack the artist.
           | 
           | >A poser will give, but not withstand (and internalize)
           | critique. An artist is too busy producing or suffering to
           | care.
           | 
           | This is my sense as well. The bulk of the aggressive
           | behaviour seems to be coming from people whose identity
           | values that they can produce things others cannot. Those who
           | like just producing things are still just producing things.
        
       | GuB-42 wrote:
       | > Theft from the outside world, however, is often taken lightly -
       | especially when it comes to graphics.
       | 
       | One should not forget where the demoscene is coming from:
       | crackers. The whole point of "intros" was to show off the skills
       | of whoever cracked a piece of software. So obviously, the views
       | demoscene held on intellectual property are not mainstream, if we
       | can say it like that.
       | 
       | The shift to a more creative and law abiding art scene, led by
       | adults and not rebellious teenagers is more recent development.
        
         | embedding-shape wrote:
         | I think very initially it was indeed so, crackers were the ones
         | doing the intros. But very quickly the efforts got split, most
         | of the time, the person doing the intro was a different person,
         | the person doing the music was another person and finally
         | another person was the one doing the actual crack. I don't
         | think it took very long for this split to be the norm, even
         | though very early I'm sure there was individuals doing all
         | three pieces alone.
        
           | ebiester wrote:
           | They were different people, but they were in the same group
           | and knew exactly what it was being used for.
        
             | embedding-shape wrote:
             | Yes, of course, I'm wasn't trying to claim the
             | music/graphics was stolen by the cracker, or vice-versa,
             | just that "show off the skills of whoever cracked a piece
             | of software" isn't really accurately representing how the
             | team's composition was, since they were different people.
        
         | Jare wrote:
         | I don't know about "recent"... demos for their own sake had
         | clearly splintered off of the cracking scene by 1991, 35 years
         | ago.
        
       | qingcharles wrote:
       | Even great artists do it. Some of the most famous movie posters
       | by Drew Struzan are originally photographs:
       | 
       | https://www.reddit.com/r/OldSchoolCool/comments/ejsb22/micha...
        
         | taeric wrote:
         | The article touches on this. I found the Norman Rockwell quote
         | rather amusing.
        
       | taeric wrote:
       | Curious not to see the term rotoscoping mentioned. As a lot of
       | what is shown in copying some pictures is effectively that, isn't
       | it?
        
         | egypturnash wrote:
         | Rotoscoping is specifically tracing over a _sequence_ of images
         | - usually video or film frames - to create a sequence of
         | drawings that can be used in an animation workflow.
         | 
         | https://en.wikipedia.org/wiki/Rotoscoping
         | 
         | Spaceballs' _State Of The Art_ and _9 Fingers_ are a couple of
         | Amiga demoscene productions that relied on rotoscoping.
        
           | taeric wrote:
           | Right, I suppose you would call what Norman Rockwell was
           | doing was tracing?
           | 
           | I still see them as largely related? That not considered the
           | case?
        
             | egypturnash wrote:
             | Artists and animators (like me!) make some fine
             | distinctions between different ways of studying reality and
             | transferring it onto the canvas.
             | 
             |  _Using a model_ is posing a live person and /or some
             | objects and setting up lights and painting from that.
             | Artists have done this for years. I've done this. Rockwell
             | did this.
             | 
             |  _Using photo reference_ is taking photographs (yours or
             | others ') and working from those. I've done this. Rockwell
             | did this too!
             | 
             |  _Tracing_ is placing your reference image beneath or over
             | your canvas, and tracing the contours you see in it.
             | Tracing paper, chroma-key, projectors, camera lucidia,
             | tracing the image onto acetate and taping that to your
             | Amiga 's monitor to trace it again in DPaint, dropping ref
             | into one layer in Photoshop and working over it in another
             | one, these are all methods of tracing. I've done them all!
             | Rockwell probably did this now and then, with the caveat
             | that a pro's tracing is a very different beast from a
             | beginner's - it's easy for a beginner to just trace the
             | contours with no thought as to how they come together into
             | a 3d shape, and get a drawing that feels dead and lifeless
             | and subtly wrong. Saying someone's work looks like a
             | tracing is kind of an insult.
             | 
             |  _Rotoscoping_ is explicitly a process of tracing
             | /referencing a _sequence of images_ to produce a _sequence
             | of images_ rather than a single image. It _is_ related! But
             | this article is entirely discussing the way demoscene
             | artists would reproduce a _static_ image, so roto does not
             | apply here. Rockwell painted static images; he never did
             | this.
             | 
             | (It's certainly possible that Rockwell could have taken
             | single frames of film and had them printed for reference,
             | but that's still not roto. Roto's explicitly an _animation_
             | process that results in _a series of drawings_ based on
             | your film /video ref.)
        
       | tomcam wrote:
       | Well-balanced, well-written article. It linked to a site called
       | demozoo that used Cloudflare bot detection to block me at least 6
       | times from my home IP that CF had heretofore permitted, which is
       | damn nice of them considering nothing nefarious ever originated
       | from this address.
       | 
       | So, no way to tell if the illustrations were illustrative.
        
       | jrm4 wrote:
       | This is a great examination, and I think reminds me of why I'm
       | not so panicky about AI art -- there was pretty much the same
       | kind of panic around the invention of photography.
       | 
       | It will change, but craft and "look what I did" won't go away.
        
       | deepsun wrote:
       | "Good artists copy, great artists steal" (c) Picasso
        
       | theAurenVale wrote:
       | constraints are what make demo scene art so good imo. when you
       | have 64k to work with every single pixel has to earn its place.
       | compare that to AI image gen where you can produce alot of
       | variations at zero cost and somehow everything ends up looking
       | less intresting. theres something about working within tight
       | limits that forces real creative decisions instead of just
       | iterating until somthing looks ok
        
       | dfxm12 wrote:
       | I don't think anyone was selling demos commercially or trying to
       | pass off the creative ideas as their own work. With this in mind,
       | we should set aside ideas of plagiarism, copyright, etc. It was a
       | showcase of technical prowess/creativity. People _knew_ what
       | _Death Dealer_ looked like  & if they saw it pop up in a demo,
       | they wouldn't think the demogroup was passing it on as their
       | original idea (I would assert this was a given). As such, it was
       | meant to be a reference. People _thought_ they knew the
       | limitation of their computer. They would play Lemmings, or
       | whatever, and think that 's as good as the graphics on the Amiga
       | can get. The point of the demo was to blow those conceptions
       | away.
       | 
       | The creative part in a demo wasn't the the art itself, the
       | subject, the composition, etc., no, it was representing something
       | thought impossible. Eventually, kinda like how photography
       | changed painters' relationship with realistic representation,
       | more powerful tech did the same with these types of demos, so the
       | medium moved on.
        
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