But it's not a demoscene productions, definitely. Rather examples of code.
Yeah, it seems right - about the demoscene. I wouldn't say "definitely". And I wouldn't call everything else "examples of code". For my part it's fine to call it that though.
The TI didn't come with direct access to machine code, which I think is why it took a route of its own (no demoscene). - Mini Memory could have changed it. In retrospect your demo do need big and expensive extras to execute (opposed to competing contemporaries).
Judging from your demo, it would seem as if the definition for "demoscene" becomes graphics, text, cursor effect, scrolling, music and party reference all in one. With emphasis on the latter, and this might then very well be a "first".
There's a good deal of games and demos, also prior to 2000, consisting of 3 and 4 of the above (e.g. Julius Software). We've also seen "combinations" with other stuff like sprites jumping around, soft sprites (versus hardware), scrolling, parallax scrolling, star fields and larger effects incl. 3D.
Cross platform tools, access and hardware have evolved, especially in recent years, so it's become much more easy at this point in time to "pull it together" (demoscene). But certainly, still great work. Had this come out in 2006, 1996 or even better in 1986, it would certainly have been impressive.
Now take on this. - Example of stitching rather than pushing.
Edited by sometimes99er, Mon Mar 28, 2016 3:12 AM.