Evoke 2004
One year has passed since we got to know the demoscene at Evoke Z003. For one year we were counting the days until the next
Evoke. This time we wanted to be more active and release something.
So that's how we went to Evoke: Juhees, t0t0 and me (Tob) put our
notebooks and some food into my car and drove to cologne which is
actually about one hour from where we live. Drake, who was in Aachen at
that time, came by train.
The way was very easy to find and the parking situation was very
relaxed, so we could park close to the entrance of the party place and
unload our stuff there. The location didn't look anything like a
demoparty at all. OK, it was next to the very large chimneys of the
neighbouring factory thingy, but you wouldn't think that it had so much
space inside. So, we entered the building to experience the nice
demoscene atmosphere again. The hall was quite large and had room for
all of the about 350 visitos with their hardware. We found a nice table
near the orga desk with a good view of the bigscreen and Juhees and me
unpacked our notebooks there and we started coding. We brought with us
a bunch of source code files that should become our first release,
namely a 4k intro for Linux with Juhees doing the graphics- and
compression stuff and me doing the synth and the player and some tools
for creating the music with a normal tracking program. The music by
Drake was already finished, but my soundsys had some flaws like
cracking etc, so t0t0 and me debugged the synth and did some further
size optimizations.
The partyplace had nice gimmicks like a pile of pillow-cubes that could
be used for chilling and sleeping and were quite cosy according to
t0t0. Then, there was a NES with some classic games for everybody to
play with , but we did not use it. Even on the toilet near the
washbowls, there were Lego bricks that were often used to create words,
mostly the groupnames of their creators :-)
And the most prominent toy on this digital playground was the
Painstation,
which was basically a game of pong for two, but with punishments for
mistakes. If you did something wrong, your left hand was either beaten
or heated or recieved electric shocks, sometimes even several
punishments at once. You get points for being punished and the one with
the most points wins. There were highscore table entries with over 200
points, so there must be some freaks who recieved 200 punishments. I
played about two rounds with this and stopped after the back of my hand
became red and swollen from being beaten so often. But t0t0 and Juhees
played much longer until they had blisters from the heat, a swollen
back of the hand and pain in the arm from the electric shocks. So, it
was a funny night with coding watching sceners suffer and having fun at
the same time.
The deadline was saturday, 10 o clock, so we coded until then and
managed to finish the demo, still having 13 bytes left. And we
practically never came over the 4k limit during development, which was
due to Juhees' incedible crunching skills. He always finds a place to
save some bytes. So we put the prod on a USB stick and gave it to
Pandur who was responsible for the realeases. Unfortunately the orgas
didn't manage to install Linux on the compo PCs, so we were asked to
connect Juhees' notebook to the beamer. But since we were too lazy to
do this, we just wrote a windows port in 30 minutes which was not 4k
then and needed the SDL.dll but it looked just like the Linux one, so
the orgas presented this version at the compo. The deadline was
somewhat delayed because of several problems the orgas had to tackle
with, but we didn't need the last hour. So, we had time to become more
and more nervous about the success of our intro. I was esprecially
worried about the sound quality on the soundsystem of Evoke which was
about 200 times better than my car radio, that we used for sound
debugging.
After listening to the several music compos, finally, the 4k compo
started just a second before would have peed our pants. There were six
entries and our intro was shown second. It was such a relief to see it
run smoothly and hear the sound as great as I never heard it before.
So, it was a real success. But the greatest thing was the applause
after the end of the presentation. It was so great that we made
something that excited and impressed people. And it looked quite nice
actually :-)
There were also some other grat-looking entries, but in my opinion
nothing that sounded as nice as our into. Oh, did I mention we called
it Sapph-Fire? We thought the name was quite suitable because of all
the blue we used and one effect that reminded us of a fireball or
something.
After the compo was over we visited a local greek restaurant to eat real geat hot gyros pitas.
At the party again, and with nothing more to code, we fetched out beers
and got drunk quickly. OK, not too drunk, just a little. We got to know
some other 4k competitors who were all very cool people and who were
first-timers, too. We shared our ideas and Juhees tried to convince
them to code for Linux. Seeing how others did all the stuff was really
interesing and it was fun explaining our own ideas to them and drinking
a cuba libre with them and discovering we both envied each others
effects.
Saturday evening, the other democompos started. There were some prods
that had nice ideas. Farbrausch were also in the competition and
released a "minus"-demo that was produced without the tool. I asked kb
and he said that tools suck now. To be honest, their demo didn't
convince me of that :-) But the Ikea-64k (which also won) was really
funny. The
tUM
orgas dominated the alternative platform compo with a really funny
fr-08 ripoff for the C64 and the democompo with a demo that had nice
visuals. Both were invitations to the tUM party in winter.
After the democompo during which I fell asleep several times, Juhees
and me had some sleep in my car.
The pricegiving ceremony took place the next day and was extremely
exciting. "When will they show the 4ks?" It felt like hours went by
during the honoring of the several graphics- and music winners. There
was a nice display to show the scores of the prods: Every prod has its
paper racing car which started left and tried to reach the right border
of the bigscreen. But only one (the first place) made it and the others
exploded before reaching their goal. So, when the 4k cars started to
race I only watched the 0x80 car and thought "Don't explode! Don't
explode!" and it nearly reached the finish line, but two cars came a
bit further. Of course there were stupid flames between the
soundsys-coder (me) and the graphics-coder (Juhees) about wether the
car exploded because of the crappy engine or the oversized sound
system. It was pretty close, but we're happy with our rank. It's like
we're still not the best, but we're damn good and we can win next time
if we work some more. We got 100€, so we practically had free entrance
and free food. That's quite nice: Make a good intro and you get Evoke
for free.
After the pricegiving we packed our stuff and grabbed a döner from the
local mobile dönerbude which was selling out and gave away döners for
1€.
Concluding, I have to say, and I think I speak on behalf of my group
0x80, that Evoke 2004 really rocked at least as much as the one last
year! I have to mention, though, that there were some problems with the
intranet that was down most of the time due to a hacker attack. Also,
the promised internet connection didn't come. But the orgas were
friendly and really did a great job making the coolest demoparty there
is. I'm really looking forward to next Evoke. Expect another
ass-kicking 0x80 production. In the meantime, download, watch and
comment our demo
here!.
See you at Breakpoint!
Tob