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ZX Spectrum Demoscene PDF

153 Pages·2021·25.915 MB·English
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This monograph was written from the perspective of the demoscene, i.e. users and creators whose interests are focused on the capabilities of the British 8-bit computer ZX Spectrum. The book does not include the official history of the computer, but the local narrative. The authors examine the processes of “taking over” the western platform, e.g. mass cloning of the hardware. They investigate creative artifacts specific to the ZX Spectrum scene and discuss the computer’s capabilities for cre- ating graphics, music, demos and games, applying the ethnographic method as well as platform studies and media archeology. M a r e c The ZX Spectrum Demoscene is an initiative of fundamental importance k i for the study of the history of digital culture in Central Europe. The au- / Y thors offer insight into the environment, aesthetics and histories of the e r platform’s assimilation in varying social and historical conditions. z m Dr hab. Anna Nacher, professor of the Jagiellonian University y e y / S Piotr Marecki, writer, publisher, translator, digital culture scholar. Asso- t r a ciate professor in the Institute of Culture at the Jagiellonian University k in Krakow, also the head of a creative computing lab. In 2013–14 he did a | a postdoc at Massachusetts Institute of Technology at the Trope Tank lab. Z X Yerzmyey, lo-fi artist: demoscener, musician, graphic artist, photog- S P rapher, writer, creator of the Hooy-Program. Author and co-author E of numerous demos, intros, graphics, chiptune songs, interactive fic- C T tion, games, collection of photos. He works mostly with ZX Spectrum, R but also with Atari and Amiga computers, Commodore 264 series, the U M Raspberry Pi and many others. Co-author of a creative computing lab D at the Jagiellonian University. E M Robert “Hellboy” Straka, z80 & x86 programmer, mathematician, AGH O UST lecturer. Author and coauthor of several demos, intros and games S on the ZX Spectrum. His academic career is linked to advanced numeri- C E cal methods in science and engineering with emphasis on GPU compu- N tations and Lattice Boltzmann Method. E Translated by Justyna Jochym Translated by Justyna Jochym REVIEWER dr hab. Anna Nacher, prof. UJ COVER DESIGN Jakub Woynarowski Publication financed by the program of the Polish Ministry of Science and Higher Education “National Programme for the Development of Humanities” for the years 2016–19, 0020/NPRH4/H2B/83/2016 Orginally published under the title Demoscena ZX Spectrum. © C opyright by Piotr Marecki, Yerzmyey, Robert Straka & Jagiellonian University Press First edition, Kraków 2020 All rights reserved No part of this book may be reprinted or reproduced or utilized in any form or by any eletronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Authors special thanks go to Alone Coder, Adam Ladziński, Anastazja Naumenko, Martyna Chmielińska, Renata Sikorska and Zofia Sajdek. ISBN 978-83-233-4862-7 ISBN 978-83-233-7125-0 (e-book) Jagiellonian University Press Editorial Offices: Michałowskiego 9/2, 31-126 Kraków Phone: +48 12 663 23 80, Fax: +48 12 663 23 83 Distribution: Phone: +48 12 631 01 97, Fax: +48 12 631 01 98 Cell Phone: + 48 506 006 674, e-mail: [email protected] Bank: PEKAO SA, IBAN PL 80 1240 4722 1111 0000 4856 3325 TABLE OF CONTENTS The Demoscene and ZX Spectrum: A Guide for Outsiders 7 Why the Demoscene? 10 Why the ZX Spectrum? 11 Sound 13 Graphics 14 Why Locality? 15 I. ZX Spectrum Demoscene 19 Structure of the Demoscene 19 Nicknames and Friendship 23 Platform Wars 29 Teamwork 35 Contests and Voting 41 The East-West Divide or Decentering Digital Media 49 Clones 57 Creative Programming 64 The Archive 72 II. Digital genres of ZX Spectrum Demoscene 79 Texts on the Scene 79 Demos 79 Magazines 89 Electronic Books 91 Real-time Text 91 Text Games 92 1-bit Sound 93 The Return of 1-bit Aesthetics: MISTER BEEP 98 Development of the Scene 102 6 TABLE OF CONTENTS Homebrew Games on the ZX Spectrum 105 Homebrew Games—the Modern Period 107 III. The Platform 113 ZX Spectrum—Official Models 113 Soviet and Post-Soviet ZX Spectrum Computer Clones 120 ZX Spectrum Programming Languages 129 BASIC 130 Assembler 132 Other Languages 134 Conclusions 137 Bibliography 143 Index 147 THE DEMOSCENE AND ZX SPECTRUM: A GUIDE FOR OUTSIDERS This book describes three phenomena in digital media. Firstly, it concerns the 8-bit personal computer ZX Spectrum produced by the British compa- ny Sinclair Research since 1982. As a publication about a specific platform, it falls into the mainstream category of platform studies, and it pays special at- tention to how the computer was used for creative purposes. Secondly, the story about the platform will also be presented from the perspective of the community that flocked around it. Therefore, it is mainly a book about people who identify with the ZX Spectrum. We do not describe all the us- ers of the platform here (players, people using apps), rather we adopt the demoscene criterion (which we explain below). And the last and third phe- nomenon discussed in our book deals with the decentering of digital media or discovering digital phenomena from beyond the hegemonic center. Therefore, even though the ZX Spectrum was created in Great Britain, the use of the computer in the country of its birth will not interest us. Thanks to its creator, Sir Clive Sinclair, the ZX Spectrum was designed as a computer primarily for educational purposes. As it often happens, the work detached itself from its creator and took on a life of its own. In our narrative, we will focus on the acquisition (cloning) and creative use of the computer in East- ern and Central Europe. In March 2016, in the small town of Horná Súča near Trenčín, Slovakia, the 17th edition of the world’s largest 8-bit demoparty, called Forever, took place. Dozens of people, mainly from Europe spent 3 days with their 8-bit machines: both the popular ones, such as the ZX Spectrum, Commodore 64, 8 THE DEMOSCENE AND ZX SPECTRUM: A GUIDE FOR OUTSIDERS Atari, and Amstrad CPC, as well as the more exotic ones, including Thomson, SAM Coupé, PMD 85, but also any other computer with 8-bit architecture. The majority brought their own machines and often newly designed devices like, for example, the peripheral devices that strengthen the computer’s capabil- ities or emulators of old disk drives. Participants of the Forever demoparty also brought new creative pieces, like demos, intros, chiptunes, and graph- ics prepared on the abovementioned platforms. The people in question did not meet only to play games on old computers or to reminisce about the 1980s (when they usually became the owners of these platforms), but to show their new achievements, meet friends that share their passions, listen to lec- tures, take part in quizzes that tested their knowledge about the platforms, but above all, to take part in a contest for the best digital works presented for the first time at this event. During the demoparty in Horná Súča, many of those involved continued to finish their works or programmed the next ones. On the last day, the winners received prizes awarded through a vot- ing process. Only participants of the event who paid their entry fee and re- ceived a special voting ticket could vote. Nobody sponsored them; no one provided them with funds for transportation or accommodation in Horná Súča. They came here because of their interest in computers and with the intent to showcase their programming skills. The Forever demoparty was one of the hundreds of similar initiatives taking place in Europe, the Unit- ed States, Canada, South America, and Australia. We call these demoparties, and the people who participate in them are called demosceners, while the whole phenomenon is described as the demoscene. When someone first encounters the demoscene, they typically ask ques- tions about what it actually is and why crowds of people sit in front of comput- ers creating things that have no practical use, only aesthetic value. Additional- ly, the creators do not receive any remuneration for their work, and they often give the resulting products away for free. The demoscene is both its creators and their work. It is a subculture and its products. It is about computer users, who use it creatively (as opposed to game players or office workers), as well as demos (as opposed to video games or programs made for practical use).1 1 Previous research about the demoscene has focused on the use of many tools and perspec- tives. The demoscene was treated as a subculture, a manifestation of youth culture. The phenom- enon of hacking was studied, but also the taming of technologies, the retro platform, and the net- work culture. See Markku Reunanen (2017) Timer of Change in the Demoscene. A Creative Community and Its Relationship with Technology, https://www.utupub.fi/bitstream/handle/10024/130915/An- THE DEMOSCENE AND ZX SPECTRUM: A GUIDE FOR OUTSIDERS 9 Ill. 1. Forever Party 2016, Horná Súča. Photo by Piotr Marecki It is a type of informal association of creators and those who enjoy com- puter arts. It involves the creation of demos and other related products, such as intros, dentros, diskmags, music collections, slideshows, etc. Of course, demosceners can and do create computer games and application software as well (the latter is usually used to prepare other demoscene products, though not only). Originally, demos (short for “demonstration”) were programs that show- cased the capabilities of a given platform. Demos, however, also provide an opportunity for their author to demonstrate his/her own skills, which he/she acquired over the years while working with a given platform. These can be programming or coding skills, as well as music, graphic art, and sometimes literary skills. The skills of each member of a given group, like the coder, graphic art- ist, musician, and others, are very important here. Some functions remain unchanged; others change in accordance with technological development. What is crucial, these works are computer programs that are calculated and generated in real time, at the very moment of viewing or experiencing nalesB428Reunanen.pdf?sequence=2&isAllowed=y (accessed on 5 December 2018). Research on the demoscene is available at: http://www.kameli.net/demoresearch2/ (accessed on 5 December 2018).

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