Nordic Scene Review 05

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Nordic Scene (World) Review #5

Nordic Scene (World) Review #5          
First of all this has been a            
weird period for the C64 scene I        
think. Thinking about no Floppy is      
coming soon, one gets sad. Then one     
becomes a bit excited since Instinct are
organizing a party. Only one trackmo and
a few smaller things come up that we can
write about, but then a proper Attitude,
a few well written Game Overviews and   
a face melting Star Flake pushes us in  
the right direction. Well this is the   
way of things I guess.                  
I still think we need more              
diskmags. Come on people, quit spending 
your random keyboard clicks on web      
forums, and start publishing diskmags. A
lot of people have a lot of things      
to say and all that goes wasted in      
uncategorized, unmoderated, nonlinear   
forums and irc. The utter junkyards,    

the forgotten and neglected trashcans   
of the web.                             
Why not use the advantage of the        
organization and the focus of a         
diskmag. No one will read your forum    
posts a second time. No one will come   
back a few weeks later and browse       
through them. It is the word that is    
said and forgotten. We have iterated on 
diskmags being the proper platform for  
idea exchange before, but it seems we   
can not stress it enough.               
Near future promises to be bright       
though. The most active time of the     
year is ahead of us. So it is time to   
cross fingers and expect some inspiring 
Well, at least one of the editors is    
hopeful... I try to keep my expectations
down, but right now the St. Lars        
meeting is going on in Lund, maybe      

something cool will be released there.  
And then there's Breakpoint, of course, 
maybe one of the German groups will make
a comeback and release something cool.  
Things are looking pretty okay for      
Nordic Scene Review anyway, and we still
have a lot more review material than our
favorite mag Game Over(view).  We've    
also managed to get some more people    
to help us with the reviews this time.  
Twoflower tricked some dutch folks into 
discussing a few recent releases with   
him, and we also recruited Ninja as 256 
byte reviewer.                          
Now read the reviews, suckers!          
Text: Nightlord, Puterman, Twoflower,   
Ninja, Decompracid, Hein and Sander     

Code: Iopop                             
Music: Zabutom                          


13 Fingers isn't exactly what you'd     
expect from Creators, but it wasn't     
supposed to be released, and I probably 
shouldn't even mention it here, but I'll
write about stuff that I get my hands   
on, so this one is included as well.    
While it's quite stupid to upload       
previews that you weren't supposed to   
spread, this demo was actually shown    
at a party, if I remember correctly,    
and in my opinion stuff that's competed 
at parties should be spread to the      
warez-hungry elephants out there.       
As for the contents, the plasma parts   
are just ugly, and the sprites don't    
really add anything, but the last part, 
with the dancing silhouette, looks      
pretty good.                            

There is not much to add from me except 
that I think the rotating head is also  
kind of ugly.                           
Chasing Rainbows 70% came from the      
same source, and wasn't supposed to be  
spread either, but just like 13 Fingers 
it has competed at a party, and I'm     
happy that I finally got to see it.     
This one's pretty nice, with sprites    
floating around the screen and some nice
graphics from Mermaid.  Nothing special,
and not finished, but worth watching.   
the first part and the afro head gfx are
nice. I did not like the star animations
in the last part.                       
Christology by Afrika is a fake demo    
that's actually worth watching.  Lofi   
but very data.  Too bad the scroller in 
the last part is so hard to read.       

Demodojo made their debut with a simple 
intro, which was coded by Skate of      
Bronx.  I don't really see the point    
of forming a group if you have to       
borrow your coder from another group,   
but maybe they'll find one, or learn to 
code themselves.  According to CSDb,    
Bakkada, the only member of Demodojo,   
didn't do anything except write a short 
and uninteresting piece of scrolltext,  
and Skate did the rest.  I wish our     
new friend Bakkada will make a bigger   
effort with his next release, maybe     
he could even put it together himself,  
using a demo maker or something.        
Just a small correction... It is Skate  
of Glance not Bronx. He left Bronx more 
than a year ago.                        
Right, Skate of Bronx it is.  Eh...     
HVSC update #44 came with an intro,     
coded by Inge.  It's all very oldschool,

with several scrollers at the screen at 
once, which means you don't know which  
one to read, which might make you want  
to start killing people at random if    
you're that kind of person.             
Although I am known to be a calm person,
I am one of those people. I hhhhate     
mmmultttiple scrrrooolls. Do not do     
it please unless you are breaking a     
dycp record.                            
Another thing that might make you want  
to start killing people is the ugly logo
by JSL, while the tune by Intensity just
makes me a bit nervous.  Thumbs up to   
Inge for doing this, it gives some much 
needed scene cred to the HVSC crew,     
but I'd prefer something a bit more     
ambitious next time.                    
Join Us by (a faked) Moloch is...       

interesting.  No, it isn't, but it's    
sort of nice to see some childish fights
going on in the scene anyway.           
Stop was (maybe) released by the        
*real* Richard Bayliss, if there is     
such a thing.  It seems the person who  
released this, who might or might not   
be the *real* Richard Bayliss, wants    
people to stop criticizing his releases.
As usual this release was added to      
CSDb, then removed and so on, in the    
usual *real* Richard Bayliss style, so  
I guess there's no doubt that it was    
done by the *real* Richard Bayliss.     
The wonderful graphics were drawn by    
(the presumably *real*) Philip Bayliss, 
the *real* Richard Bayliss' (*real*)    
brother.  Good stuff, keep it *real*.   
Xmaspoop by Swappas with Attitude was   
actually a pretty nice release in all   
its childishness.  It's nice to see that
some people can be bothered to release  
hate demos instead of just fucking      

around on web forums.  Unfortunately    
this resulted in about 666 billion forum
posts, where about 0.0003% made any     
sense at all.  I don't understand where 
all the strong feelings come from, but  
it seems to be very important to some   
people to put their animosity towards   
others on public display.               
During those 666 billion posts, I       
actually lost my 3 year old habit of    
regularly checking csdb forums. Now I   
am even scared to navigate that site. So
thumbs up for the moderation.           
Wanderer himself released a demo        
which was pretty impressive in all      
its bugginess and slowness.  You can't  
possibly beat the bad performance of    
that plotter!  Of course, if something  
sucks, you can always explain that      
it's "oldschool", which excuses         
anything, including simple raster bugs. 
Of course, I don't own an NTSC machine, 

so I had to check this one in an        
emulator, but I doubt that code that    
are so glitchy in VICE will work very   
well on a real machine.  The only good  
thing about this demo is the music,     
which was of course ripped.  Thumbs up  
for trying, but if you ever feel like   
releasing anything as crappy as this    
again, please reconsider.  And the fact 
that it was the first demo released in  
2006 is, like...  eh...  I can't really 
think of anything to say about that.    
Digital Excess tried to get us into     
the christmas spirit with International 
Karaoke, which consists of a bunch of   
christmas carols with lyrics.  Quite a  
few of them are (of course) in German,  
the international scene language        
number one.  It's all pretty nicely     
put together, except for a few details, 
like the fact that it uses the ROM font 
and that you have to use a joystick     
to control it.  Apart from that: nice   
intro, nice graphics and special karate 

thumbs up your nose for doing something 
a bit original.  Who needs Singstar when
you can sing German christmas carols in 
front of your C-64?                     
"Who fucking said that the Polish scene 
is death?"  I don't know.  Tropyx for   
sure aren't dead, they actually managed 
to release two multipart demos in       
2005, which is a lot more than most     
other groups did.  I'm not going to     
say that I actually like this, it was   
quickly thrown together, and it shows.  
But Tropyx are definitely improving,    
and while I'm still far from impressed  
by their effects, they're way better    
than in their last demo.                
I think it is fair to talk about an     
improvement. There is more attention    
to the cleanness of the overall product 
this time. Also I think the soundtrack  
is interesting especially at the end    
part. On the effects front the animation

and the plasma are the lows and the     
shade bobs part is the high.            

Dutch Scene Review

Dutch Scene Review                      
Sitting in a cold, damp cell on the     
first floor, wearing itchy black robes  
and large white wigs which have seen    
better days, four sceners are eagerly   
watching The Dark Judge turning towards 
them. -"I have importants matters       
to attend. I leave the judgements       
to you. Do it the dutch way. Do not     
fail me", his voice beckons. Seconds    
later, a door being slammed shut,       
we know that TDJ has left us to our     
own devices, heading through the night  
towards the tram to Amstelveen. In the  
weak light from Sander's 1084 we gaze   
at eachother. Hein, Sander, DCMP and    
Twoflower. With the echo of TDJ's voice 
echoing in our minds we start our task. 

Tsankki and Nyrkki by Jumalauta         
The first two demos for the evening. Two
rather uninspiring releases from a      
finnish sub-fake group. The first one   
including a cover of the Commando-tune  
which I cannot place, let's just        
hope that someone didn't compose it     
exclusively for this demo. The second   
one including the classic 8x8 plasma,   
obviously included just to bring pain   
onto the NSR-staff. Didn't we ban this  
effect in the last issue, Puterman?     
Yes, an 8x8 plasma gives you an         
automatic thumb down, so the official   
(automated) opinion on Jumalauta is that
they suck.                              
I don't really understand why people    

release stuff like this? Neither of     
these demos are funny, and it must have 
taken atleast 15 badly spent minutes    
to put together, scrolltext-writing and 
gfx-converting not included.            
These demos are boring. The red screen  
of the Nyrkki-demo was a powerful one   
though. And the Laxity-tune in the      
second one really sucks. It has always  
Nothing new. Nothing interesting. They  
might have released it because they were
bored or something? Or if the party was 
really boring and they suddenly decided 
to code it live and then release it?    
I'm a little stoned, and i'm not        
sure i'd like to be quoted. Atleast     
they have secured quite an identity,    
using that logo consistantly in two     

productions? Is this a ditched project  
which was just released? If it was made 
by some guy who is a beginner, I think  
this is acceptable.                     
Lessons in Gray by NOFX                 
This is the "return" production         
from NOFX, a group which didn't         
make too much noise in the past. One    
spritescroller, one spritelogo and some 
charanimations. I won't spill too much  
words on this one; it's really the same 
thing as the Jumalauta-productions,     
although this is meant to be serious. I 
won't whine though, since this is       
their first intro-attempt on this       
machine, and I know that they will make 
progress. Sometimes I really wish for   
another good comeback production, like  

"Accumulator" from SCL.                 
A ripped tune? and probably too little  
colors. I believe they should have made 
some bigger efforts making a comeback   
They must have had a nice time making   
it, getting together again, having a    
meeting and all but it doesn't give     
me anything.                            
Perhaps they're gray mice? Making this  
might have given them a nice trip back. 
I think you're all being a bit hard on  
this one.  At least it doesn't look     
as boring as releases of this type      
usually do.  I like the funky movement  
and the gray scales look sort of fresh. 

Phantazm by The Phantom (NTSC)          
Why does the American scene still       
separate itself from the rest of        
the scene, and why do we accept the     
fact that they tend to do it? In the    
comment at CSDb, The Phantom writes     
that he thinks this is a fair NTSC      
release. I agree with that, but I       
still think it's a shame that today's   
NTSC-demos don't live up to the same    
standard as they used to do? And why    
isn't the style the least adapted to    
todays PAL demo-creations? It's like    
all progress since 1989 doesn't mean    
shit to the NTSC-scene. Don't tell      
me it's because you haven't seen many   
newer demos working with NTSC. You'd    
be surprised to know how many demos     
which actually work perfectly on those  
machines. Black backgrounds, 3 color    
logos, many scrollers, ripped tunes     
and some effect here and there might    

be acceptable for a beginner, but if    
you'll look into what The Phantom have  
been producing so far, you'll notice    
that he was one of the most active      
democreators on the NTSC-scene during   
the nineties. I also think that it's a  
shame that it isn't PAL-fixed aswell,   
since it would be no bigger issue just  
to adjust the timings. No, really, I    
don't think this is bad. Not really bad,
anyway. Just sort of bad.               
Not much to say about it, doesn't       
do much to me. Nice flow, in a way,     
vaguely. Loneliness might be the        
motivation behind this one? Nah! That's 
too nasty.                              
I like seeing stuff from the US,        
since they don't have a "normal" scene  
there. Perhaps they choose to make it   
NTSC-only since the C-64 breadbin is THE
real thing over there. No emulators,    
no crossassembly, just making your      

thing on the NTSC-C64. Some competition 
would surely make the situation better  
over there?                             
It's a boring demo. I liked the last    
part of the demo best, the one with     
Laxity's tune and the multiplexing      
ontop of that 8X8 plasma. This demo     
might have been created just for the    
sake of filling out time, or to prove   
something for yourself, creating and    
solving your own puzzles, and just      
showcasing the results.                 
S:t Lars Invitro by Instinct            
This one was a nice surprise. Using     

Univerz' old S:t Lars graphics and      
a stylish combo of RaveGuru's blippy    
tune and JackAsser's fine code, this    
isometric little invitro was a fine     
addition to this year's releases. I     
really like the coloreffect beneath     
the scroller and the fact that there    
is a scroller used, instead of using    
a simple textscreen or some kind        
of displayer.  There are far too few    
scrollers nowadays.                     
I like this invitro. This is the only   
stuff i've seen so far this evening     
which has stuck in my head. It's really 
simplistic, although it really looks    
I like it. This is an IKEA-styled       
(a Dutch abbreviation for 'newschool    
Scandinavian design') invitro, it's got 
a nice tune and the clumsiness of the   
animation in the beginning gives it a   

special clumsy touch. It sort of makes  
it vulnerable in a way. The graphics    
are quite distant. Intriguing. This demo
is far from the meaning and purpose of  
its message, though. It feels as if the 
text and intention don't match the vibe 
of the demo? But it leaves me puzzled.  
Perhaps it does meet the message        
after all?                              
I like it. It's an amusing demo. It     
shines data, it feels like data. The    
isometric design and the random colors  
all speak data to me. Looks kind of     

=Dutch Collections Review

Dutch Collections Review                
6:th!! by JSL/Covenant                  
This is the sixth logocollection from   
JSL, and hence the name. It includes    
over 40 logos of different quality,     
many of them dedicated to different     
magazines such as "Digital Talk". There 
is no doubt that some time has been     
invested in making these. You might say 
that JSL is seriously improving in his  
logomaking, and sure that might be the  
truth. Still there are 30 crappy and 10 
good logos in this collection, all with 
the boring black background and most of 
them feeling like badly antialiased,    
copied fonts. What I like in this       
collection is the odd figures which     
turn up now and then. I saw them in the 
Covenant pirate demo and in the Primary 
Star-invitro and at some other places   
and now they turn up again. These are   

the images which are of interest to me  
and which show the most progress; images
made in a unique, very personal style.  
Not my cup of tea. He must have a       
lot of spare time? Shouldn't he work    
or something? The starting picture      
was nice, and the whole collection's    
got a nice naive touch, it's maybe a    
reflection on his views on life? Perhaps
he should have used an original tune?   
I think he's getting better. I do see   
some improvement. I see less of the     
copy/paste technique he used too much   
earlier on. There is progress in his    
His clumsiness has evolved into         
something. Some of the logos are good   
from a retro point of view. I really    
think his figures are better than his   
logos, I find them more personal in     

some way.                               
A new collection of graphics by JSL     
isn't exactly anything that makes me    
enthusiastic, but as the others have    
pointed out, 6th shows some improvement.
Not many of the logos are really ugly,  
and some actually look pretty good.     
However, this collection still shows the
weaknesses in JSL's works, that I think 
every reviewer has to mention: he spends
way too little time on each picture, and
they're all very flat and 2-dimensional.
He's just not good enough technically   
to make anything breathtaking, but if   
he sticks to what he knows, ie. letters 
and fill-patterns, he can produce stuff 
that looks okay.                        
Starflake by Vibrants                   
Nice. The first music collection in ages
from Drax, the last ones released before

this beeing the trio "Cogito Ergo Sum", 
"Mr.Thomas" and "Oomph", made back in   
1996. Almost ten years afterwards, Drax 
gives you a good collection of 5 varied 
tunes. His music, generally speaking,   
has evolved enormously since then. Some 
people think it's sad, although others  
find it a nice thing. I'm of the second 
opinion. More focus on the strong       
melodies and the overall vibe and less  
groovebased stuff does it for me. The   
five tunes feel like a good and complete
whole. The presentation, on the other   
hand, doesn't really fit me at all. I   
don't like the 2x2 font, I don't like   
the tech-teching change of the logos    
and the style of the Star Flake text,   
and I don't like the unbalanced vibe the
placing of the elements gives me. It    
all feels a bit too cheap if you put    
it beside the awesome tunes. Ok, the    
main interface might have been an old   
idea from Drax, but I still feel that   
Clarence could have made something      
better with it.                         

I like the presentation of this music   
collection. It's satisfactory. I usually
like Drax' music, his standard quality  
is very high. This is no exception.     
Drax creates so much music that         
everything can't and shouldn't be       
used in a demo. This is a nice way      
of presenting these musics in a         
package. What I don't like is the       
combination of modern and retro in      
the interface. The logo feels like a    
straight conversion from the Maniacs of 
Noise website. Nice transitions though, 
save for the logo.                      
Couldn't he have made a musicdisk       
without sideborderprogramming? Drax has 
his own control over the SID, I don't   
think there is a limit to what he can   
do with it. I believe these tunes are   

made as a sort of self-therapie. The    
tunes might have been purer with another
presentation, but in a way  Drax did    
the design and Clarence coded it as Drax
wanted it to be, so why not?            
It was not long ago when I had          
completely lost interest in Sid Compos, 
online or in parties. I have said in    
public that I do not care about music   
collections even. Then Drax came and    
punched me in the face, kneed me in     
the guts, then pulled out his katana    
and sliced off my ears. Oh my god... I  
am begging forgiveness from the Gods of 
SID. I prey for more music collections  
and more SID Compos. I am sorry... I am 
stupid... I am worthless...             
You can not write a fair review to      
this without mentioning the wonderful   
outfit by Clarence. Very clean          
implementation. A beauty to watch. A    
pleasure to use.  Also from a C64 scener

perspective this scroll text is just as 
impressive as anything else here.       
The title song is maybe one of the best 
things I ever heard on any platform.    
The intro, the build up, the harmony,   
the melody, the verse, the chorus, the  
bridge, the sound... Unbelievably and   
incomprehensibly beautiful. It is one of
those moments that you are thankful for 
being ever involved in the C64 scene,   
for being blessed by some reflection    
of creativity and talent that only      
exists in our scene. I am definitely    
out of words.                           
The Expectations seem to be closer to   
a typical Drax song at first. But it    
is again just a premature comment. As   
I keep listening to this song it has a  
different kind of depth. Not as strong  
a punch in the face as Star Flake is,   
but more a patient teacher that rewards 

the patient student.                    
Hypersensational is not directly my type
of music. But it grows on me in a weird 
way. You could put that on a CD and have
a friend listen to it, and they would   
not know it is coming form a C64.       
Like Expectations, Slave fools the      
impatient by looking like a well made   
but typical SID. But no my friends,     
again this is a quite original face     
melter in disguise. The sounds in this  
one make me want to go spend my life    
at Drax's feet begging for being his    
padawan learner.                        
You could only close such a sea of      
beauty, a journey of exceptional and    
dreamlike harmony, with a song like     
Resolution. Not a single bit in this    
song is there without a reason. It is   
one of the most touching songs that I   
ever heard. When I hear it, it somehow  
makes me freeze. I sit down and listen  
to it over and over. It makes me reach  

an emptiness and stillness I never      
experienced.  Do yourself a favor. Turn 
off the lights. Let the 1084 be the     
only light in the room. Leave your mind 
to float as you listen to this song.    
If you do not have a proper speaker set,
buy one.                                
As you come back to reality hit 1 again 
to enjoy Star Flake one last time before
you turn your C64 off and go back to    
your normal life.                       

Ninja's minimal corner

Ninja's minimal corner                  
I am glad that Puterman invited me to   
do 256-byte-reviews for NSR, because I  
appreciate coding in minimal sizes as a 
fascinating discipline. I also realized 
that I feel like sharing my thoughts    
about this topic. The first, subjective 
thought is that 256 bytes is a waste    
of diskspace on the C64. I invite you   
to join the crowd of self-confident     
commie-junkies who measure in their     
native units. That would be 1 block (=  
252 byte) in this case. Okay, I will    
not elaborate on this topic again.      
The first candidate getting a review    
is "Cheatcode" from Cruzer/Camelot.     
Typically for him, you don't have to    
wait a number of seconds because of     
some BASIC-math-calculation. The        
effect starts right away. All           
sines are generated in assembler,       

his source even says "using basic       
is lame". Well, like with all other     
disciplines in the scene, you can make  
a philosophy/war/whatsoever out of the  
definiton of "lame". My mileage varies, 
I don't think it is lame. It is also a  
challenge to optimize the BASIC-line to 
save work for the main routine.  Plus,  
it sets a number of zeropage-variables  
to a known state. Cruzer seems to lack a
bit of knowledge here, possibly because 
he is not interested in BASIC. That     
is his choice. In the end, I'll put it  
different: the fast startup of this one 
is a big positive point.                
Which soon gets equalized by a huge     
minus point, a totally garbaged screen  
(which is also kinda typical for        
Cruzer). Not only are the remaints of   
the previous textscreen visible, also   
the color-RAM is taken as it is. That   
might work for a plain system, where    
only lightblue chars are used. But      

a simple cartridge is often enough      
to mess up that plan. And the effect    
looks really broken, when some of its   
chars are not multicolor. It's a pity,  
preventing this does not require much   
code. And looking into memory, it shows 
that there are enough possibilities     
to squeeze some bytes out (lots of      
3-byte-opcodes in there, abusing        
zeropage might help).                   
But well, I guess Cruzer would know     
what to do, if he felt like spending    
more time on it. And this was obviously 
not the case. This is no complaint, by  
the way. I prefer releases which feel a 
bit unfinished to releases never seen   
because of a "total-perfection-mania"   
(what is not an excuse to release  all  
kinds of crap, of course). Still,       
I prefer polished releases even more.   
The biggest plus of this release is     
that the effect itself looks nice. I    
have a weak point for such filled       

patterns. Although not offering         
something amazingly new, I know some    
demos released recently which would     
have badly needed an effect similar to  
this. Cruzer said that he has a long    
list of effects still to be done and    
I am really looking forward to any      
outcome, as his effects are usually     
visually attractive.                    
All in all, this is a nice tiny effect, 
really suffering from the garbaged      
screen. I hope next time, Cruzer will   
spend some more minutes optimizing the  
code to clear the screen.               
And just as I thought I would be        
done with this article, he released     
another one named "B0lgepap". Again,    
with a fast startup and this time with  
no garbage on the screen. So, this one  
must be really good then? Well, hmm, got
me there.  This time the effect is not  
appealing to me. Both the idea and the  

execution are, well, average. It leads  
me to the general question if anything  
that can be done in that size has to    
be done. Personally I would rate this   
as pretty boring. Trying to reach new   
heights is the main force driving the   
scene forward. Of course, "new heights" 
is another scene-term you could start   
a war about.                            
But well, Cruzer will keep doing things 
he likes and in the way he likes,       
which is the ultimate way to keep your  
personal motivation going, by the way.  
And I will keep looking forward to his  
releases, as they are usually inspiring,
with some exceptions.                   


Game Over(view)'s release schedule is   
full of surprises...  not.  And that's  
something we're all happy about.        
Issue 25 features a pretty nice intro   
by Slarti and Bud, but of course,       
that's not why we read the mag.  I also 
couldn't help noticing that the logo    
was nice (although it flickers a lot,   
as usual) and that the tune is also,    
well, "nice" I guess.                   
While I'm always positive to ALIH's     
violent outbreaks of unmotivated        
language abuse to make his enemies      
tremble, the paragraph on what he'd want
to do to Richard's mom if he'd had a    
time machine was a bit sick.  But just  
a bit.  On a more positive note, I      
think ALIH broke his own record of the  
greatest number of occurances of the    
word "fuck" in one article.  Nice job!  

Too bad ALIH has such terrible material 
to work with, because I really wish     
there was more reading in each issue.   
I know it will not sound original at    
all, but seriously there is nothing     
more to say about Game Overview. Having 
just finished reading the two year      
anniversary issue, I am overly baffled  
about how one can write such intelligent
and fun text about three games which one
rates as 7%, 21%, and 13%... How can    
anyone keep doing this for 25 FUCKING   
times. And yet again another extremely  
fun issue for me hits my breadbox.      
The outfit is seriously cool. I just    
noticed the proportional displayer is   
able to handle different char spacing   
depending on the letters. For those of  
you who have no idea what I am talking  
about, let me give you one more reason  
to keep loving go(v). When the text     
includes "Tl" and "Ta" for example. a   

is printed closer since it can fit in   
to lower part of T. So here is something
for all you proportional text rendering 
lover coder boys, to ponder about...    
It definitely is a good start to a new  
year, when you are faced with a nice    
diskmag, and you know it is monthly     
there, and you see #25 written on it.   
Issue 26 was also released, and it      
wasn't quite as much fun as the previous
one.  ALIH seems to have been in a more 
balanced state of mind while writing    
the text, way too balanced actually.    
Oh well, hopefully something horribly   
bad will be released soon to make       
his life miserable and, in turn,        
ours better.                            
Publication #57 also features an intro, 
this one made by Richard.  Nothing      
special, but I notice that he's managed 

to code (or rip?) a sprite stretcher.   
Some piece of friendly advice: try using
different lengths of the x and y sine   
tables, get someone else to draw the    
charset and get someone else than JSL   
to draw the logo.  Thanks in advance!   
I know I mention the glitchy magsys     
in every review of a new issue of       
Publication, but there's no avoiding it,
the same bugs and glitches have been    
there forever, and they keep haunting   
the poor readers.  I've given up on them
ever fixing it, so I'll just break down 
and cry now.  Boooo-hoooooo.            
As always, there are some coding        
articles aimed at complete newbies.     
I'm not sure what the point of trying   
to teach people C in a C-64 diskmag is, 
but at least it's about coding and not  
Formula 1.                              
Richard's article "Making of ... Jeffy" 
is the highlight of the mag for me.     

I'd already read other tutorial style   
articles by Richard, which usually focus
on pointless stuff like the fact that   
he loaded up tasm before coding, but    
this article is more extreme than ever. 
Reading detailed desriptions of how     
he used Amica Paint to draw rectangles  
made me laugh out loud several times.   
For the benefit of those of our         
readers who couldn't be bothered to     
read Publication, I'll provide some     
highlights here:                        
"How was I to draw the game graphics    
using Amica Paint?  Simple as that,     
I prepared the rectangle, using the     
rectangle option.  I done a rectangle   
in the inner layer and also the outer   
layer.  After I done this, I filled the 
black space (inside both rectangles)    
using white. Now we had a simple white  
"I activated the zoomlens, so that when 
I was plotting the colours around the   
border, I did not do a bad job with it."

"Then for the final touch, I added my   
initials to the bottom corner or the    
game screen.  Then I froze the pic and  
turned it to vidcom format."            
Amazing, isn't it?  It doesn't stop     
there, though, I have to share the      
following gem with you as well:         
"So I created ass.bat to assemble, and I
also used build.bat to assemble again,  
link and crunch.  Such a simple thing   
to do."                                 
Indeed, such a simple way to give your  
readers nightmares about nasty Richard  
with his ass bat!                       
If it hadn't been for this kickass      
article, this issue had sucked badly.   
Come on people, it's time for you to    
decide whether you're ever going to do  
anything about this mag or just stop    
releasing it!                           

Attitude #9                             
As I am typing this in the slave PC     
Attitude is open with Linus' music      
playing on the main computer in the     
room. I have to say I enjoyed this issue
very much. Only a few minor problems    
were there for me. But let us talk about
them later.                             
One problem was that large parts of     
this issue bored me.  My expectations   
were really high after issue #8, but    
this one didn't quite live up to them.  
Maybe I was just in a lousy datamood    
when I was reading it...                
First of all I can not stress how great 
I think the news chapter is. This is    

the way a diskmag should treat one      
of its most important chapters. Taper   
has done an incredible job by not only  
compiling stuff that is actually "news" 
but also for putting it all together in 
an informative and serious yet fun way. 
My second pile of thanks should go to   
Cactus for the Charts chapter. I am     
one of those who still think charts     
and competition are important. The      
mag charts are the only place where     
you get a sniff of a present day        
comparison. There obviously are enough  
votesheets. I hope VN also goes back    
to having a charts chapter after this   
example. A personal side note here:     
I think that the 4K category is kind of 
pointless. Just like having a one-file  
demo category is pointless.             
Anyway the positive stuff keeps coming  
as I go on reading the other chapters.  
The demo reviews are very detailed and  
mostly well written. Each aspect of     

demo making is very carefully analyzed  
by the reviewers. The reviews here      
include comments on some aspects of     
the demos that no one else mentioned    
before. That is what I like about the   
level of detail. On the negative side,  
I must say that I felt at the second    
part of reviews the division of code,   
gfx and music reviews into separate     
parts kept the reviewers from reflecting
on the overall impact of products. May I
humbly suggest adding an overall wrap-up
part in each review to remedy that?     
I agree that this sort of analysis      
doesn't work.  The only sort of demo    
analysis that makes sense is the        
kind that we do, for obvious reasons.   
(That we're the best, that is.)         
I especially enjoyed reading TCH's text,
both in the gfx and demo reviews. He    
has a writing style which makes me      

picture a guy speaking with a smile on  
his face. That provides a relaxed mood  
of reading. He also manages to present  
his ideas with grace and clarity. I'm   
looking forward to reading more from    
him in the next issue.                  
The article on cross-development by     
RRR was a bit boring for me. It does    
not present anything that has not been  
said before. Maybe all diskmag editors  
of the world should come together and   
agree not to write about some classical 
diskmag subjects for a while. These     
should include cross-development (good  
or bad), is the scene dead, should demos
be arty or technical etc...             
Now comes my most negative comment for  
this issue. The self voting problem     
chapter. I was quite disturbed with the 
way this chapter was put together and   
especially the way it was concluded. It 
is supposed to be a collection of other 
peoples ideas. A poll that is. However I

think Cactus tried to bend it a little  
bit. The final conclusion that the      
elite do not care about self voting     
but lamers do, is NOT reflecting the    
opinion poll there. That is a personal  
conclusion of Cactus. Notice I am not   
talking about the self voting thing     
itself. I am disturbed by the way the   
opinion poll is handled. I think it is  
not elegant journalism.                 
On the other hand we're talking about   
a diskmag.  It's not often you see any  
kind of journalism in them.             
But overall I really liked this         
issue. And additional congratulations   
on the short time between this one      
and the last. Hopefully we will see     
another nice issue of Attitude in March 
or something...                         
Whatever happened to the bi-monthly     

releases of VN by the way?              
Yes, and whatever happened to the       
monthly releases of The Crest?          

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