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UCM 23
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                              "ERGO BIBAMUS" by QUASIMODOS
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 system.... Atari 8bit, 32o kb, RGB

 size...... ATR-diskimage, 131 kb

 credits... Kroger (code)
            Glonisz (code)
            Raven (gfx)
            Morgoth (music)

 release... Lato Ludzikow 2oo1-party

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 Some  days after the  release of the  last issue  of UnderCover, I  was highly
 motivated to  write some  articles again.  But I  was not  sure what  to write
 about, so Moondog  helped me a bit by copying me the demo I will review on the
 following  pages.  The  production  I  speak  about  is  from  a  crew  called
 QUASIMODOS. They  come from  Poland  and  consist  of  five  members:  Glonisz
 (coder), KAC (coder),  Kroger (coder), Morgoth (musician)  and Raven (gfxman).
 Since the year  of  their  foundation,  1994, they  released a  lot of  demos,
 intros, games and tools. If  you  want to  know more about them,  please check
 out their homepage under

                       http://www.quasimodos.px.pl/

 ...before I start to go into  detail, I have to admit that  I did not test the
 production on the  original machine. The  demo needs 32o kilobytes  of RAM and
 this is  definately too  much for  my good  old 8oo  XE that  is resting  in a
 plastic bag one meter away  from the place I sit right  now. Anyway, there are
 some good emulators on "modern  machines not being compatible to Atari", and I
 testet the demo on maybe the best of  those emulators, ATARI 800 WIN Plus 3.0.
 This version was launched on March 26th, 2oo2 and can be leeched at

                   http://www.a800win.atari-area.prv.pl/

 After mounting the diskimage  with ATARI 800 WIN  and  starting the emulation,
 the screen fades  to black.  In  the  lower part  of the  screen we  are being
 informed about the name of  the demo,  ERGO BIBAMUS, and that we  are going to
 see a  "collection of  realtime effects"  coded from 1996  to 2oo1.   As  I am
 quite  sure that only very  few people  in the Atari  scene do have  the Latin
 proficiency certificate  (neither  have I!),  I had  to search  for  the right
 translation of  the demo's name. "Ergo bibamus!" means as  much us "Let's have
 a drink together!" and  has  its origin in  medievil drinking songs,  where it
 uses to be part  of the refrain.  (Okay, okay,  no more  imparting  of general
 education  in this text... :))

 So  only some seconds  later, some kind of main menu appears  on  the  screen.
 On the  top of  the  screen,  a  weird  three dimensional figure is  displayed
 in green  colors. It looks  like one of these impossible constructions by M.C.
 Escher, but  not as good  as his  works (of course!). Below this we can see  a
 QUASIMODOS-logo,  held  in three  blue colors. Nothing outstanding, but  nice
 to look at,  anyway. The most important thing on this screen is of course  the
 selector,  some plain  white  8x8 text, letting us choose between the Trackmo-
 part and the Endpart. We  choose the Trackmo-part and wait what's happening...

 Ahem.

 ...nothing happens, except  for  a  loader that  takes some  ages to be  done.
 Fortunately, the  emulator I am using  has an option allowing fast loading, so
 the job  is done within 3o seconds. The loader  itself comes  along with three
 yellow  linevector-digits that  turn  around and  counting  numbers down  from
 around   7oo  to  zero.    The screen  fades  black  again  and some  strange,
 newskoolish pokey-music begins  to  play. I  cannot  find any melody  in here,
 but maybe that's the intention of   its maker. After  all, this  music is hard
 and loud.  Some seconds after, the   screen turns to  white and a  b/w logo of
 the crew is  displayed. It has a very  low resolution,  must be 8o x somewhat.
 There are also  two black wings on the   top of the logo. The  picture is soon
 broken through by a cube,  also  held in   black and white. The  picture fades
 away and the cube rotates quite fast  on the  black  background. It seems like
 they used some gouraud-techniques  to fill the  surfaces, at least the cube is
 shaded. Nothing  spectacular though, as it was   shown in a lot  of other 8bit
 demos before.

 The cube  disappears and  a fullscreen-picture is displayed. Good in  painting
 technique,  not outstanding in  choice of motive. But form yourself an opinion
 by having a look at this:

Next, the picture scolls down and some design stuff appears on top of the screen. We can see a white line, one pixel wide, drawn from the far left to the far right of the screen. In the upper left corner are some green plants or flowers. Very nice stuff, that is. Design rules! :) But this is only preparation for the next effect, a big white scroller that is shown in different perspectives - they even change perspectives while scrolling. Well done! If you don't get the image how this looks like, just remember Equinox' EAT MY BOLLOCKS demo from 1992. They also did a blue scroller that changed perspectives there, even if their scroller was plus distortion. The following effect seems to be some special Polish running gag. QUASIMODOS again distort a picture of a crew member, showing him when he was a little kid (maybe you remember the BUMBLE BEE demo by Syntax?). Additionally, they display a cube over - or better: - within the distored image which makes the effect different from the others. Multilayer effects rule! Another common effect is coming up: toruzzz!!! This one is held in b/w with flat surfaces and it is not as big as the toruses in the amazing TOTAL DAZE demo by Tight, but the crew claims it to be realtime. Soon after, a little orange sun moves around the torus and lightens it from different angels. Finally, the torus gets mapped with a grey texture and slows down a lot... After this we can see scanned pictures of the makers of the demo. Those pictures are displayed in an interlaced-modus and they slowly morph into each other (haven't I seen something like that on XL before, maybe in a demo by Hungarian's number one Hard?!?). The demo ends with a huge grey 3D-world with houses, a church and other building. This effect is damn slow, it has some o.5 to 1 frame per second, but don't mind: you can speed it up by pressing the fast forward-key of the emulator. :)
ENDPART. Once again the loader with the linevector-digits, but this time not as long as before the trackmo part. The endpart uses a resolution of 32ox2oo pixels. Some white text is scrolled from the bottom to the top, giving information about the different effects and the makers of the demo. In the background of this scroller we can see a white linevector-cube, not too smooth, but using hidden line-algorithms. All in all, this serves its purpose. Unfortunately, also the music of this part lacks of melody and harmony. Final Words: It's great to see that there are still some people on Atari 8bit "doing things". You can feel and see it: the makers of ERGO BIBAMUS took some time in designing this production. The effects shown are not really state of the art, but that's mainly because most of them were already coded back in 1996. The musics are crap IMHO. Anyway, I really like demos on XL, esp. better ones than those released at EIL 2oo1 or Unconventional Party. And ERGO BIBAMUS is definately better than most of the stuff released on ATari 8bit these days!!! mOdmate of CheckPoint, 19-o4-2oo2 --------------------------------------------------------------------------------
UCM 23