[HN Gopher] Revision Demoparty 2026: Razor1911 [video]
___________________________________________________________________
Revision Demoparty 2026: Razor1911 [video]
Author : tetrisgm
Score : 347 points
Date : 2026-04-08 05:34 UTC (17 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| tetrisgm wrote:
| Legendary demo group Razor 1911 submitted this beautiful demo as
| the closer for the Revision 2026 demo competition.
|
| It is an homage to 40 years of hacking from the group.
|
| For context, they were pioneers in both the demoscene and in the
| warez scene in the 80s-00s.
| moodiverse wrote:
| Nice!
| MrBuddyCasino wrote:
| Direct link with the correct timecode:
| https://www.youtube.com/watch?v=Lw4W9V57SKs&t=5716s
| tetrisgm wrote:
| Ty. I pinged the mods and they updated it
| 0xbs0d wrote:
| This is awesome!
| tetrisgm wrote:
| A lot of old school demo enthusiasts cried. These guys cracked
| all the games we couldn't afford as kids/teens and did the
| coolest demos and cracktros to show off how cool they were. I
| saw them as high tech Robin Hoods. Hope you were around for
| that!
| amatecha wrote:
| Oh man, I watched "non-live" earlier today but hearing the live
| vers with the crowd audio is amazing. So damn good <3
| krige wrote:
| Excellent demo and good music to go with it. My favorite part was
| probably the X-Copy sector map transitioning into a 3D cube with
| a running sprite.
| tetrisgm wrote:
| The tunnel going from ascii to RT gave me chills and made me
| teary. It was 40 years of progress in seconds.
| richrichardsson wrote:
| Same! Beautiful nod to this amazing demo :
| https://www.youtube.com/watch?v=YMFBAOjuMWw
| bowmessage wrote:
| incredible work!
|
| such a nice way to remember their fallen teammates at the end
| there.
| tetrisgm wrote:
| First time the shout outs weren't just respect or cheese. RIP,
| til Valhalla.
|
| PS: I never knew Westbam (of Love Parade fame?!) was involved.
| janfoeh wrote:
| Different Westbam. The DJ you're thinking of is still alive.
| tetrisgm wrote:
| Thank you
| allenu wrote:
| Beautiful. Masterfully done. I love all the BBS-era aesthetics
| and callouts. I hadn't seen FILE_ID.DIZ art in forever.
| tetrisgm wrote:
| When I was learning to make games and just hack around the pc,
| I used to try to copy paste the characters from their nfos to
| make my own "releases" of mini mods. Didn't know there were
| ascii drawing programs! Wonder if you did the same. I'm sure we
| all did but pre www era made it difficult!
| Morromist wrote:
| I dabble in ASCII art and use Playscii these days. Its still
| pretty hard to make amazing looking art even with these great
| tools, which just shows how legendary the demoscene is.
| allenu wrote:
| Copy-pasting is a clever way to do it!
|
| I used to use TheDraw for doing ANSI art, but I also ended up
| making my own ANSI drawing tool back then. It's stupid to
| think of now, but one reason I made it was because I had a
| monochrome monitor, so I couldn't "see" color. I wanted a
| feature where I could put the cursor over a character and it
| would tell me the color there when I was drawing so I could
| still use color in the work.
|
| I wasn't prolific, but did do a handful of ANSI art pieces
| for local BBS SysOps who liked them well enough. Only later
| on I realized when I got an actual color monitor that I had a
| few color mistakes in them and they never told me. lol
| tetrisgm wrote:
| Damn, more OG than me. I must have looked up to you and
| your peers back then! It's crazy how it was so common to
| just go in a hex editor and mess with files to see what
| would happen. Would love to see a submission of what you /
| group / other notables did.
| california-og wrote:
| I keep a list of all current ASCII art (and related + other
| creative tools) editors out there, if you're interested:
|
| https://hlnet.notion.site/text-art-tools
|
| I recommend Moebius for traditional ASCII and ANSI art.
| tetrisgm wrote:
| That's sick. Ty for sharing!
| dom96 wrote:
| Absolutely amazing.
|
| Nice to be reminded that Revision is still active, on my bucket
| list to visit at least once in my life.
| pogue wrote:
| That was amazing, really great song & visuals too. Takes me back
| to the days when you couldn't close the keygen because the midi
| playing was such a banger.
|
| https://keygenmusic.tk/
| tetrisgm wrote:
| Do you know if someone is hosting these in web radio format so
| I could stream in a car and such?
| vrganj wrote:
| You might enjoy this:
| https://scenestream.net/demovibes/streams/
| pogue wrote:
| I don't. I'm sure you could find an archive of just midi
| files out there though.
| dither8 wrote:
| qUAntUm RaDio
|
| https://radio.erb.pw/public/subspace
| vardump wrote:
| MIDI songs? I checked, I couldn't find any from the link you
| posted. Most were different module formats, like XM,
| Protracker, S3M, Impulse Tracker. Those have nothing to do with
| midi other than they also produce music.
| pogue wrote:
| They've probably been converted over the years, just like you
| might convert an mp3 into flac or ogg or whatever.
| embedding-shape wrote:
| At one point in time, (I think maybe in connection with some
| mobile phone being able to play .midi files?) MIDI songs was
| (incorrectly) referring to a style/type of music rather than
| the transport/protocol we use for sending notes between
| instruments/devices, or the file format.
|
| I'm still since then always assuming the above when someone
| says "MIDI music"; they really mean "really basic/simple
| music" or just straight up "chiptune" sometimes.
|
| It has nothing to do with MIDI really, just a misnomer.
| neonstatic wrote:
| A more appropriate term is "chiptunes". I also heard people
| refer to it as keygen music.
| vardump wrote:
| If it's a tracker module of some kind with very short
| looping samples, then yeah, it's a chiptune.
| teddyh wrote:
| IMHO, a "chiptune" is music for an FM synthesis chip,
| like on the NES, the SID chip in Commodore 64, or the
| AdLib sound card for PC. A "mod" or "tracker music" is
| music made for a range of platforms in a rather narrow
| time-band, that could play digital samples, but could not
| reasonably store entire songs recorded digitally, like
| the Amiga, Atari ST, or early PC's like 386s or 486s.
| vardump wrote:
| Those are SID etc. tunes. Not chiptunes.
| rzzzt wrote:
| Neither the NES nor the SID employs FM synthesis. I'm not
| even sure what the collective noun is for these.
| Wikipedia tells me it's PSG (programmable sound
| generator).
|
| The same behavior could be (also was) teased out of a MOD
| player if you choose samples with a handful of sample
| points, like 12. You could also draw up a sawtooth in
| paint and use that as a sample. These are down-to-earth
| honest true Scotsman chiptunes.
| Nition wrote:
| I'd say 'MIDI music' became a catch-all for music that's
| represented as data that is in turn triggering samples,
| rather than being a pure audio file. Might be actual MIDI
| or might be tracker music etc.
| Incipient wrote:
| Demos used to have sizes - I can't see one for this, is it just
| an 'open' category? This thing is far too insane to be size
| limited, surely?
| tetrisgm wrote:
| Edit: better answer below
|
| Idk what Revision actually enforces but that used to be the
| rule at Assembly.
|
| For the 1k, 4k, retro systems etc it's specified!
| skrebbel wrote:
| Revision had no maximum filesize in the demo compo.
| skrebbel wrote:
| In demoscene nomenclature, an "intro" is a demo with a
| sizelimit. This was entered in the demo compo, ergo "no size
| limit".
|
| With file size, most democoders go all the way, both ways. By
| that I mean that if they choose a sizelimit category, they
| squeeze out every last byte, and if they don't, most don't care
| about filesize _at all_. There 's demos these days that are
| many times bigger than an acceptable video recording would be
| because nobody bothered to eg compress the assets, it includes
| an entire game engine, etc. Like 800MB for a 3 minute
| audiovisual show. Kinda ridiculous but it's just.. well, call
| it either laziness or focused pragmatism :-) Gotta get that
| prod out before the deadline!
|
| The Razor1911 zip[1] is 30MB, which actually is very much on
| the small side for a current-day demo.
|
| [1] https://www.pouet.net/prod.php?which=105954 has a download
| link
| whizzter wrote:
| 30 megs is like 2005 era size :D , obvious that it's realtime
| stuff (and music is probably a significant fraction?).
| embedding-shape wrote:
| > The Razor1911 zip[1] is 30MB, which actually is very much
| on the small side for a current-day demo.
|
| > and music is probably a significant fraction?
|
| For the Razor1911.exe in the ZIP which ends up being 31MB
| on disk, which is almost entirely made out of a compressed
| 145MB executable, whose size is mostly 48 PNG files (11MB),
| 69MB of zeros (nice?), 329 compiled DirectX shader blobs
| (DXBC) totaling 6MB, One large MP3 of about 17MB and
| finally like 34MB of what seems to be other types of
| runtime data like asset tables, font and UI data,
| crtasm wrote:
| from the nfo >Sorry for the not very optimized file size
| for this party version, we'll make sure to push a PROPER
| once Revision 2026 is finished
| skrebbel wrote:
| Love the 69MB of zeros.
| embedding-shape wrote:
| I bet that neatly compresses during packaging too :)
| richrichardsson wrote:
| This came up in the Discord party chat, basically there isn't a
| size limit in the rules[1], but going beyond 2GB would be
| concerning that it's not a real-time demo but instead just
| playback of animation.
|
| [1] https://2026.revision-party.net/competitions/pc/
| vintermann wrote:
| There were many really nice demos on Revision this year. Hacker
| News favorite (and mine, too!) LFT put out another
| microcontroller demo, Sum Ergo Demonstro:
|
| https://youtube.com/watch?v=v8zKDotYh9A&is=xAbW7VZVGLn0986B
|
| But I think my favorite so far from the ones I've seen has to be
| Second Nature, an OCS Amiga demo by Desire & The Twitch Elite,
| and music by Hoffman.
| HellMood wrote:
| i second that. "Second Nature" is also my party favorite!
| https://www.youtube.com/watch?v=KFVxntafsXM&t=1764s
| dark-star wrote:
| How they pulled that off on a stock A500 (okay, a stock A500
| with 512kb RAM expansion, but still) is far beyond me. It's
| pretty awesome and really deserved the 1st place
| emchammer wrote:
| It's a really uplifting break compared to all the other
| news coming out now.
| contingencies wrote:
| Classic first comment on the Youtube video: _Hey lft, I
| designed the RISC-V core you 're using, and I had a ton of fun
| watching and re-watching this video and trying to guess some of
| the tricks you used. Awesome work and I'm looking forward to a
| write-up!_
| masternight wrote:
| Ah wow.
|
| I really enjoyed the demoscene back in the 90s. Was never a part
| of it but I was always fascinated by the effects and music and
| ascii art that these guys created.
|
| A BBS in my city always had the latest e-zines like Reality Check
| Network and Affinity, and others I forget. Reading up on the
| scene and about groups like Razor1911 was something I spent a lot
| of time on when I was younger.
|
| Amazing demo and homage to the era.
| TacticalCoder wrote:
| > I really enjoyed the demoscene back in the 90s. Was never a
| part of it but I was always fascinated by the effects and music
| and ascii art that these guys created.
|
| It was quite something... I take it there are quite a few
| hotshots on HN who used to be in the top groups. I was in a
| group and we were writing small intros for BBSes with a couple
| of friends and then we'd get infinite leech/upload ratio on
| those BBSes. Best memory was driving through Belgium / the
| Netherlands / Denmark / putting the car on the boat / Sweden
| (Uppsala) with our computers (Amiga, Atari ST and PCs) to
| participate at a demo compo. Forgot its name but in the PC
| category we tied first place with Future Crew (we would have
| been first had I not screwed the sound playback routine which
| crashed half-way the demo), before they had their big
| breakthrough on the PC demoscene. I think that was in 1991.
|
| Cops/customs stopped us as the boat arrived in Sweden and
| thought we were dealing drugs: they tore the car apart and had
| no idea what we were talking about when we were explaining them
| in broken english that we were going to participate in a demo
| compo :-/
|
| I still have a few effects as executables but I don't have the
| code anymore for these.
|
| Thankfully I still have the entire source code of a game I made
| in assembly (for PC / 386+) in 1991 (never published but it's
| how my career started, long story) and lately I've been having
| a huge lot of fun trying to compile it again with Claude Code
| CLI / Sonnet. I'm using UASM, which is compatible with MASM
| which I used to use. I managed to have all the utilities I
| wrote back then (picture converters / sprites extractor / etc.)
| compiling and running (in DOSBox) but haven't managed to
| compile the main game yet. A few more hours with Claude Code
| CLI and I should get it running.
|
| FWIW it's hilarious to go back to code from 1991 and see
| comments in my code talking about this and that bug and asking
| the LLM: _" Find where that bug could be"_ and the LLM manages
| to find it. It's also insane the lack of version control:
| version control was copying entire directories. Copy/pasta code
| everywhere. And then 10 000 lines of code per source code file.
|
| What an era. Diving in that old code of mine brings me back:
| the decades they've been flying.
|
| P.S: funnily enough by lack of luck a macro I had used back
| then happen to become a reserved keyword/macro in assemblers
| later on. I had named back then a macro "incbin" and that was
| preventing my code from compiling in UASM: Claude Code / Sonnet
| 4.6 found that issue instantly.
|
| P.P.S: 0x777 in hex gives 1911. RZR, legendary: probably the
| most legendary of them all. Probably still have a few 5"1/4
| floppies (both C64 and Amiga for I had an Amiga with a little
| software mod to read 5"1/4 floppies as if they were 3"1/2 for
| the 5"1/4 were way cheaper) with Razor 1911 "cracktros" (even
| if they weren't called that yet) still working (back in 2020
| quite a few of my floppies were still reading: maybe half to
| 2/3rd of them). I know it won't last, nothing will.
| DrJokepu wrote:
| What are using as a linker? Also, do you use protected mode
| and if yes, what do you use for that, PMODE or CWSDPMI or
| something else?
| TacticalCoder wrote:
| It's an old MS-DOS .EXE. Actually it compiles with the
| ".286" directive too. So I don't use protected mode.
|
| It requires a VGA card and those were more common in 386
| IIRC and, anyway, performance-wise to run at 60 Hz it needs
| a 386. I never tried to run it on a 286 with a VGA card:
| don't know if that was a thing.
|
| It's funny looking at that old assembly code and see ax,
| bx, cx, dx registers and not the eax, etc. ones.
|
| The utilities I've compiled to .EXE so far are self-
| contained in one file and I just use UASM to create
| directly the .EXE: uasm -mz myutil.asm
|
| UASM v2.57 does the job in my case (note that I compile
| from Linux: UASM exists for several platforms/OSes):
|
| https://www.terraspace.co.uk/uasm.html
|
| I haven't tried yet to compile the entire game yet: that
| one is more involved as it implies many files.
| Narishma wrote:
| VGA was pretty common on 286, I even had an SVGA card on
| my own back in the day. And it also had protected mode
| but was still 16-bit.
| e12e wrote:
| > It's also insane the lack of version control: version
| control was copying entire directories.
|
| I can understand that - under dos - but as I recall quite a
| lot of gnu/nix tooling was workable on the Amiga - RCS harks
| back to 1984...
| masternight wrote:
| > I was in a group and we were writing small intros for BBSes
| with a couple of friends
|
| Ah that would have been such an awesome time. Thanks for
| sharing!
| tomaytotomato wrote:
| Wow, a real throwback to my earlier years exploring the Warez
| scene as cash poor teenager, which meant you had to get creative
| to find what you wanted.
|
| Looking back in my 30s, I think part of my brain has atrophied
| because I can now purchase and download games and content with a
| few clicks on Steam and PS40, which will be ready to play after
| dinner.
|
| Before you had to think and search forums (both public and
| private) for DDL links, CD keys, cracks, passwords to unzip
| files.
|
| Then once you had downloaded these multiple RAR/Zip files you
| then had to check and verify them for corruption or viruses.
| After that it was reading the sacred README.nfo file included in
| the crack zip. Which if you didn't specify to open in Notepad or
| Notepad++, it would open the Windows System information window.
|
| The last stage before firing up a game was the patching/cracking
| phase; that could involved things like editing hosts files,
| unplugging or disconnecting from the internet, or modifying your
| firewall to prevent network requests for anti-piracy software.
| Then you ran your crack or copied a patched .exe file over into
| the game directory. Aye presto, you're ready to fire up
| (hopefully it didn't have a virus or rootkit)
|
| ...but wait there is no loading videos or splash screen (panic).
| Well that's because the pirates were saving storage space and
| removed unnecessary game videos and music assets.
|
| <Play game> Bioshock
|
| Ah, that was a nice nostalgia trip.
|
| Also for any other nostalgia trippers, do you remember the first
| thing you always installed was a cracked version of WinRar
| (before 7zip became cool), running on a fresh install of
| Windows_7_SP3_BLACK_EDITION_XXX.iso
| tetrisgm wrote:
| Such a throwback. If you were doing floppies there was the
| whole sing and dance you'd do with pkzip or arj to split your
| files across many disks!
| NKosmatos wrote:
| I upvote every post related to the demoscene due to my age, so I
| couldn't let this one, especially when it's coming from RZR.
| Imagine if we could get a new release from FC as well in 2026 (40
| years since their founding)!!!
|
| More about Razor 1911 and Future Crew for the young readers of
| HN: https://en.wikipedia.org/wiki/Razor_1911
| https://en.wikipedia.org/wiki/Future_Crew
|
| P.S. Too many groups to mention, but these two hold a special
| place in my mind ;-)
|
| P.S.2. Extra mention to the most famous Greek demo group - ASD
| (Andromeda Software Development) -
| https://www.pouet.net/groups.php?which=1317
| tetrisgm wrote:
| ASD - Spin lives rent free in my head. I remember a colleague
| explaining how the morphing between meshes was really just
| random noise but the proximity and speed made it look like a
| real transformation. So cool.
|
| Should out to TheBlackLotus, Fairlight, Orange, CNCD also for
| those of you who want to look up epic demos.
| bananaboy wrote:
| CNCD and Orange are two of my most favorite groups! Inside,
| Secret Life of Mr Black, Megablast are some of my favorites
| of all time.
| ErneX wrote:
| I also liked Triton. They made great demos and also
| FastTracker 2!
| xyproto wrote:
| FT2 was written in Borland Pascal 7 and TASM, btw.
| ErneX wrote:
| Shout out also to Cubic Team, I spent countless hours
| using Cubic Player, they also made some cool
| demos/intros.
| tomaytotomato wrote:
| Yes - Razor 1911 was a core memory unlocked.
|
| Along with Skidrow and Paradox crews
| pjc50 wrote:
| Future Crew's "Second Reality" was my introduction to demos,
| back in the 486 PC days.
| whizzter wrote:
| Razor 1911 and FC are different in that FC was one of those
| team/friend-groups that depended more on a constellation of
| people working together and producing until life took them away
| to other things.
|
| Razor, Fairlight and some others became more of continious
| groups with evolving memberships (I was briefly a member of the
| demoteam back in 1999 and did one production in association
| with the people that moved over to Fairlight).
| tetrisgm wrote:
| Damn, that's awesome. Any memory to share?
| whizzter wrote:
| Wasn't a member for too long, I think there was some anti-
| piracy raids around that time that I vaguely remember where
| some of the fallout for whatever reason was the other guys
| going over to Fairlight but I were already involved enough
| with other groups (and our highschool equivalent or perhaps
| work by that time?).
|
| Funniest thing perhaps is that Smash was a musician back
| then for 2 things where I did the code (one musicdisc and
| one joke intro), Smash then went on to become a damn
| accomplished coder of quite a few famous Fairlight demos,
| Sony tools and made the commercial Notch visual
| toolset/editor/player that has roots in the Fairlight
| demoeditor codebase (Notch startup logo often pops up in
| democompos for those that haven't followed the scene).
| tetrisgm wrote:
| Oh yeah Smash is god tier. Saw his name on so many
| amazing FLT demos
| andrepd wrote:
| My first time hearing the name RAZOR1911 was on the cracktro for
| GTA IV, which had this banger of a music
| https://www.youtube.com/watch?v=fy4-9PsZHqI
| tetrisgm wrote:
| The game was notoriously hard to crack too. Rockstar had a lot
| of former demosceners, so they put all sorts of protection that
| would mess with the game.
|
| I recall my friend describing Nico being randomly drunk, or
| vehicles suddenly accelerating. Razor eventually nailed it iirc
| keyle wrote:
| I like that you linked the live show instead of the video of the
| demo alone, as the crowd noise adds to the experience.
| tetrisgm wrote:
| This demo is a salute to everyone in the scene. And it's
| emotional. Had to be this version!
| igleria wrote:
| as a broke kid from the third world, the amount of coping
| Razor1911 enabled for me with gaming got me through high school
| during the 2000s (edit due to not finishing a sentence
| originally) cannot be understated.
| ptype wrote:
| not sure I've experienced goosebumps like this before
| tetrisgm wrote:
| The song can be gotten for free / pay what you want at:
| https://dubmood.bandcamp.com/track/fighting-words-feat-goto8...
| dark-star wrote:
| or you can unpack the executable (it's packed with UPX) and
| extract the MP3 from that ;-) You can also get high-res PNGs of
| some of the scenes that way (e.g. the floppy disk pan, or the
| fake Windows desktops)
| ninjin wrote:
| In addition, here is the Bright White Lightning discography:
|
| https://dataairlines.bandcamp.com/album/bad-teeth-data024
|
| https://dataairlines.bandcamp.com/album/dirty-nails-data038
|
| Having not seen anything from them since 2014, so I am very
| happy for another track.
| appstorelottery wrote:
| OMG. Thanks _so_ much for posting this - completely awesome! Such
| a nostalgic roller coaster ride, from Qmodem to Xcopy and
| everything in between... brought back so many memories... -
| thanks again!
| jansan wrote:
| That Dynamic Duo disk at the beginning reminded me of my friend
| who got his house raided in 1987 for exchanging (not selling)
| cracked computer games for the C64 at the age of 18 in super
| rural Germany. He still managed to get into the army as an
| officer.
| tetrisgm wrote:
| Somebody needed to hack the Soviets! CCC were beasts
| dist-epoch wrote:
| Did they state if/how much AI agents they used in creating this
| demo?
| tetrisgm wrote:
| None. That would defeat the entire purpose
| unkeen wrote:
| Of course they used none.
| vrganj wrote:
| How many inkjet printers did Da Vinci use for the Mona Lisa?
| leptons wrote:
| Tell us you don't understand the demoscene without telling us
| you don't understand the demoscene.
| ttoinou wrote:
| Wow, and this is their "mid career retrospective". Wait for the
| end of caree retrospective...
| JetSetIlly wrote:
| Superb demos this year at Revision. Triplet by Otomata Labs for
| the Atari 2600 is exceptional
|
| Original release video (probably running on Stella)
|
| https://www.youtube.com/watch?v=aEJ0A8Wvdxs
|
| And a video of it running on Gopher2600.
|
| https://www.youtube.com/watch?v=ixFH22MxqEg
| ttoinou wrote:
| Anyone understand why multiple demos have voices singing now..
| how do they do it ?
| rustyhancock wrote:
| I wish there was more info about how they're made but I suppose
| part of the demo scene has always been secretive and reverse
| engineer it if you want to know.
|
| The first one said made with Godot and blender so is it using
| premade assets? (Which I thought was not allowed)
|
| Edit: #22 Heart of Glass says 144kB of WebGL + audio. I assume
| this means the audio is separate.
| ErneX wrote:
| This 64kb intro has speech synthesis to generate the voice of
| the song.
|
| https://www.pouet.net/prod.php?which=9424
|
| More info: https://www.flipcode.com/archives/08-04-2003.shtml
| Jare wrote:
| > I suppose part of the demo scene has always been secretive
| and reverse engineer it if you want to know.
|
| Not really, there's tons of info and source code out there,
| but fairly scattered and disorganized. It just may not be
| easy to know how to search for it when coming from outside.
| But if you can strike a conversation with a demoscener, I
| never saw anyone wanting to hold back secrets, on the
| contrary, everyone has always been excited to talk about the
| magic to another enthusiast like themselves (ourselves).
| z303 wrote:
| As Jare said. Lots of info around
|
| https://github.com/psenough/teach_yourself_demoscene_in_14_d.
| ..
|
| https://gargaj.github.io/demos-for-dummies/#intro/1
|
| https://demobasics.pixienop.net/
|
| https://github.com/psykon/awesome-demoscene
|
| http://www.sizecoding.org/wiki/Main_Page
|
| https://www.lofibucket.com/articles/64k_intro.html
| tetrisgm wrote:
| Literally just singing! It's an mp3 :)
| whizzter wrote:
| Most full demo (no tech or sizelimit) soundtracks since the
| early 00s are just mp3 streams or alike, size-coded that have
| soft-synths or retro categories were singing is an issue due to
| datasize or hardware power often don't (sometimes they do as a
| technical demonstration).
|
| But I did notice some 64k's and small synths-executables had
| singing this year, I've added small voice-samples (compressed)
| but that's just seconds whilst these entries had longer
| sequences so I'm a tad curious as well.
| amiga386 wrote:
| It has been a thing for some time. Even back in the 16-bit
| days:
|
| - Movement _Mina Omistan_ (1994): https://youtu.be/Ryq8fz_XAhI
|
| - TBL _Tint_ (1996) second part: https://youtu.be/KcSV4qAG-
| xk?t=459
| amiga386 wrote:
| https://demozoo.org/productions/tagged/vocals-in-music/
| Narishma wrote:
| Even on 8-bit systems:
| https://www.youtube.com/watch?v=2SdGkkp1aq8
| uzyn wrote:
| This is so sick!
|
| Revision faded out the credits part, which is still really cool
| on its own. The full version (10m 16s) can be viewed at
| https://www.youtube.com/watch?v=2AnbYNudAyM
| embedding-shape wrote:
| Sadly, that full version isn't in 4K, unlike the submission.
|
| But this is Hacker News, we can do much better! Here is the
| actual binary: https://www.pouet.net/prod.php?which=105954
|
| Sadly I couldn't get it to work on Linux with Wine/Proton, like
| a lot of demos they seem to really be using less common paths,
| so of course it crashes.
| crtasm wrote:
| the nfo notes >This demo will not run on intel iris gpus and
| only in 1080p
| pocksuppet wrote:
| Just install pirated Windows in a VM (really the only valid
| way to run Windows these days). Razor would approve.
| magicalhippo wrote:
| Really cool retro-mix, and some slick transitions.
|
| Most of that was before my time though, so 1995 by Kewlers[1] hit
| harder for me, since that was when I really got into the demo
| scene and with it my drive to learn programming.
|
| Glad the demo scene is alive and kicking, though I get why a lot
| is oriented around old hardware, modern hardware makes things too
| easy almost.
|
| [1]: https://www.youtube.com/watch?v=2mtctbodNXY (20 years old
| this year, now I feel _really_ old)
| tetrisgm wrote:
| Great demo. My favorite of theirs is MF Real. Nothing crazy but
| so stylish https://youtu.be/rvhGp9NGwos
| rast1234 wrote:
| Executable here: https://www.pouet.net/prod.php?which=105954
| WhitneyLand wrote:
| Great music.
|
| Bright White Lightning, but didn't see a track name.
|
| Overall, wow.
| esafak wrote:
| I think a modern equivalent might be WebGPU. Anybody doing cool
| stuff that? I'd like to see the code.
| unixhero wrote:
| Web shaders? Ues check out shadertoy
| Cthulhu_ wrote:
| Awesome, I remember some of these from back when, mostly from the
| 90's and early 2000's I believe.
| conceptme wrote:
| absolute banger :D
| unixhero wrote:
| I know. I must have replayed it 20 times already
| pierrec wrote:
| The parts where it exits fullscreen and starts messing around
| with separate windows is really well done. In a way it's playing
| with the limits of what defines a demo (ie. the user's desktop is
| part of the performance), which is something I love to see. Same
| with the notepad animation part. I wonder if they implemented
| their own notepad-alike from scratch or it they used something
| like this: https://kylehalladay.com/blog/2020/05/20/Rendering-
| With-Note...
| hugodan wrote:
| Isn't AI affecting the demoscene as it is affecting other
| programming hobbies? Why?
| laurentlb wrote:
| There have been lots of discussions around AI in the demoscene.
| Revision limits how you can use AI (https://2026.revision-
| party.net/competitions/general-rules/), even if it's not always
| enforceable.
|
| There's a lot of push back against AI-generated graphics and
| music. For code, it's more difficult to know. AI is used by
| some people to automate the boring tasks, so that they can
| focus more on the artistic side.
| Jare wrote:
| At revision there was a cool seminar about the author of a
| music synth who used AI to modernize it. He begun his talk with
| words for the audience along the lines of "Please don't do a
| Life of Brian, I am not here saying Jehova".
|
| It makes sense that a creative medium with a long tradition of
| pushing boundaries of what people can create, frowns on use of
| generative tech _unless you have created it yourself_. Back in
| the day the pushback was against using AMOS, or a PC, or
| programming in C, or using a GPU, or using MP3, or using
| Photoshop, or using another group 's demo engine, or using a
| commercial game engine, or... AI is just the latest. And like
| its predecessors, it will gain legitimacy if people create
| genuinely interesting experiences with it.
| unixhero wrote:
| Game engines and their useage hit harder
|
| Demos are now often using Unreal engine Unity Godot
| stego-tech wrote:
| Damn, this made my entire week. Absolute legends.
|
| Release is here: https://www.pouet.net/prod.php?which=105954
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(page generated 2026-04-08 23:02 UTC)