Hotshot 11 ch06 The Reviews
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*<<<<<<<<<<<<<<<<<<+% * THE REVIEWS ;; * ;; ><$<<<<<<<<<<<<<<<<_; <<<<<<<<<<<<<<<<<<_ 7TH HEAVEN by GLOOM <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< this demo starts with a text- screen with some text about the demo. after pressing space, you get to THE MENU which consists of a picture by ego of gloom and a flashing arrow which you can move around (with a joystick in the second joystickport) to 7 different boxes, each one repre- senting one of the demoparts. when you press fire the computer starts to load the chosen part but the diskturbo they've used doesn't work on 1541-ii drives. all demogroups, please check if your diskturbo works on all drives before linking - 'cause it really gives a bad impression of a demo when the loader bugs so you have to load each part seperately. PART 1 starts with a "let's do it!" sample. after that, a 148 sprites multiplexer shows up. this rout changes between dif- ferent moves, but none of them makes the sprites move in x and y at the same time, only in either x or y. on the left and right side of this routine there is some ugly graphics, and below the sprites some textscreens are being plotted out at the hires screen with different colors. PART 2 features a cool little "demogame" where you should move your sprite from the left side of the playfield to the right side without touching any of the alien sprites or running out of time. the game has got several different levels, but you've only got one life. the part has also got 2 equalizers, a moving logo, a 1x2 scroll with raster colors in it, and some raster- colors surrounding the screen in the up- and downborder. PART 3 gives you the opportunity to watch some animations of a cigarette packeting, rotating from a front view to a position where you see the left side of the packet. below that is a gloom logo with a techtech move on it, and above the cigarette packets you can find a rout that switches between being a dycp scroller and a dycp textshower with different text falling down to different lines. PART 4 has got a ugly logo that is interlaced in the x-direction so it features 320 pixels in x, even if it is multicolor. below that is an even uglier 3 color- picture moving in x-direction, with a small single color earth globe moving inside a square on that picture. above all this is a upscroller that is one char wide and as high as the 3 color- picture. around there is also an arrow moving in the x direction, and when it hits the scroller the scroller will bounce with the arrow. PART 5 contains a ugly hires- picture and a multiplex scroller (one char in each sprite) which is moving around in a circle. PART 6 has got a plotter with rather few plots, a moving logo and a sprite scroller and the maniacs of noise's DIGITUNE "outrun". PART 7 has got a fli-logo, an unexpanded 2x2 scroll in the sideborder, some moving tts- sprites in the downborder and one of those cheated "unlimited bobs" routines. after a while, the bob area is erased and that rout starts over with another move. REVIEW POINTS: code: <<<<<<<<<<<<<<<< 60p graphics: 35p music: 50p overall: 48p SHAPED UP by SHAPE DESIGN <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< this demo starts with a screen with some white text on a blue background and some music.if you press space extremely carefully, you get to see another textpage and if you press space again (or if you pressed space too fast the first time!!), the drive starts loading the intro.nowhere in the demo is any diskturbo installed so you'll have to stand the normal slowload. THE INTRO contains a big, nice- looking hireslogo + an expanded spritescroller with the built in font + a routine that shows a few animations of a small 3 color logo zooming in and out, but the coder has only centered the move in x - not in y - so when the logo zooms out,it moves towards the top of the logo area as they're shrinking it in y and haven't done any centering... the music is a digi-tune. PART 1 contains a picture with some simple sprite arrows moving over it. they've opened the down border aswell to put an expanded spritescroller with the built in font down there... and that's really all!!!! reminds me of several old demos from 1986-87.. PART 2 has got 25 lightblue dycp scrolls, each moving inside its own charheight (like all other groups made in 1989-90).. above it is some ugly singlecolor sinusmove thing in sprites. this and the last part ruins this demo's possibilities as a design and graphicsdemo totally. PART 3 features a "shaped up" logo + some stars + a rotating small "shape design" logo in 3 colors. it rotates in the z- axis and moves into the screen in z aswell. this effect is built up by very few animations, so it doesn't move smooth at all!! they've probably drawn each of those animations by hand instead of calculating them, as the middle point for the rota- tion isn't fixed but jump around the logo in a strange way. sometimes the spacechecking rout doesn't manage to switch off the interrupt properly, and just removes the "shaped up" logo and the stars, leaving only the rotating thing with a blue back- ground - instead of actually leaving the part and loading the next one! PART 4 is together with part 2 the parts that ruins this demo's chances as a graphics and design demo. without these ugly parts the graphics rating for this demo had probably been a bit higher.. well this part contains a ugly shapelogo which is ani- mated to look like it is dypping and above that is a small 3- color picture moving around. on the same area as the picture is some sprites with credits. the credits sprites are white, the picture is grey, the logo is blue and the border and back- ground color is lightgrey ... ugly as hell! REVIEW POINTS: code <<<<<<<<<<<<<<<< 13p graphics: 45p music: 60p overall: 39p TV PREVIEW by RUTHLESS <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< THE INTRO consists of a big side borderlogo, some presentation text (with some colors that move behind it) and a scroll. PART 1 has got an plotting area where some strange but cool pat- terns are being plotted.when the area is filled, the part erases it and starts to show another pattern. infront of this is also a little multiplexer. in the up- border, above this area, is a 'rtv' sign which is painted in the same style and placed in the same position on the screen as the 'mtv' mark. below the plot area is a 3-color ruthless logo which is bigger than the screen in x, and it's swinging in x to show the whole logo. in the down and sideborder is a spritescroll (one character in each sprite). PART 2 contains a plotter and below it a controlarea with lots of parameters that you are able to change (like TAIL and such functions). this screen looks a bit empty. the demo is a bit strange linked 'cause once in a while the demo continues through this part when you press space in part 1, and you'll end up directly in part 3. PART 3 contains a ruthless logo built up with some squares in different colors. around it is a chess pattern with rastercolors in it.below that is a 2x2 scroll and the 'rtv' sign again. after a while the chess pattern starts moving in the y direction. if you wait some seconds more, each square in the pattern will start to zoom in and out... REVIEW POINTS: code: <<<<<<<<<<<<<<<< 70p graphics: 63p music: 70p overall: 67p ICE CREAM CASTLE by CREST <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< THE INTRODUCTION shows a well- animated single color man (painted in the same style that don martin uses) walking along some road. for each step the man makes, you hear a soundeffect. after a short while, the man meets the icecream salesman, and stops to buy some icecream from him. now the music starts, and you get to choose from a menu which demoparts you want to see and in which order. one bad de- tail is that once you have selected a part you can't change your mind and erase that selec- tion. when you choose "that's all" in the menu, you'll leave the introduction and the parts will be loaded in the order you have chosen. PART 1 - VANILLA ICE contains a fli flexible pixel position(fpp) rout without the usual empty area on the leftmost part of the screen (instead all 40 columns are being used!) PART 2 - CHOCOLATE ICE contains a cool routine, that switches between a hirespicture & single color chars on the same raster- line. in between the picture and the textscreen is some moving colors moving in a sinus (so the 'split'-position for the two screens move along with those colors). these 'split'-colors change x-position over every new charpointer line (after 8 rasterlines) so it hasn't got the same position all over the picture. PART 3 - BANANA ICE contains a highres screen and a 120 sprites multiplexer in front of the pic- ture and in the up- and down border. there's no music in this part and you have to press restore to leave. PART 4 - PINE APPLE ICE contains an unexpanded 3x3 flexible pixel position scroll in the side border, showing many different moves, such as: mirror scroll, single pixel fld, stretchscroll, two fld scrolls over each other and a turning scroll. PART 5 - ORANGE ICE contains a 7 picture (!) hardwarescroller moving in the x-direction. the pictures are ripped from "def. of the crown". PART 6 - APPLE ICE features a multiplex rout with 16 sprites, and each sprite has got all its 3 colors different from the surrounding sprites. you can control the speed of the sprite movements with a joystick in port 2. rather often, this part bugs out totally instead of starting properly. PART 7 - PENUTS ICE contains an unexpanded 2x2 scroll with some different fonts, infront of a hires picture. PART 8 - ALMOND ICE features some cheated "vertical rasters" (8 moving over each other, with different colors). each color- pixel aren't as thick as in megastyle's routine. PART 9 - LEMON ICE has got a ball moving in the upborder. on it, there's a scroll moving with different y-positions for the different x-positions on the scroll (but those y-positions doesn't move, so it's not like a dycp or so..). below it, you will find a fli hardware scroll that moves (rather fast..) between 3 fli pictures in the y direction. PART 10 - PEACH ICE has got a logo moving with fpp (flexible pixel position) over some hires fli-colors. PART 11 - PISTACHIO ICE is the answer to the so-called "290 sprites multiplexer" by s.e.s. ! this part features 600 small characters in sprites on the screen and in the up- and down- border. each char has got a different x-position. the music in this part is the tune from the game "cauldron ii" which uses very little rastertime. when the music is switched off, you can move your joystick for a few different functions, such as x-expansion on/off, rastercolors on/off, stop the x-moves. if you switch on the rasterbars and then turn on the music again there'll appear some timing bugs in the rasterbars. PART 12 - STRAWBERRY ICE has got a singlecolor bordermegadycp over a multicolor borderlogo. the dycp flickers a bit in the right border. PART 13 - CHERRY ICE contains a fli-area with 40 "splits" (one at each x charposition, so there is no fli timing area..) and a 8 sprites scroll on it. below is a logo, and some non-moving fli patterns. REVIEW POINTS: code: <<<<<<<<<<<<<<<< 85p graphics: 82p music: 88p overall: 85p * ;*<<;><<;*<<<* ;*<<;><<; * ;* ; ;* * ;* ; ; *<<;* ; ;><<;*<<;* ; ; * ;* ; ; ;* ;* ; ; * ;* ; ; ;* ;* ; ; * ;><<_ ;<<<_* ;><<_ ; * ;