home UCM23

-----

.tHE .sIRIUS .cYBERNETICS .cORPORATION


UCM 23
--------------------------------------------------------------------------------
                              "Numen" by TAQUART
--------------------------------------------------------------------------------

system... Atari XL/XE, 32o KB RAM, tested on AtariWin on P233MMX

size..... 2 disksides

release.. o8/o2

--------------------------------------------------------------------------------

It was a damn long time quiet around TAQUART who belong to the top coding groups
on the 8bit Atari scene and  now "Numen" shows why. Atm I  really don't remember
when their last demo was  released, but I think  it was in the late nineties and
since then only silence. Even if I didn't followed the 8bit demo scene that much
I got the  impression that another  band has left  the lines. But after all, the
year 2oo2 that brought a diet to the  ST/Falcon scene, was a golden year for the
8bit Ataris, not only that there were a lot of coding parties and  meetings, no,
also some major demo releases  have seen  the light, as you  also can see in the
menu of this UCM... and since there wasn't that much to observe on the 16/32 bit
scene, it was time to show what there is going on... and NUMEN made me think...

Enough words around the hot pot... let's go on with the review...

The demo starts with a grey hires picture that offers the menu as well where you
can choose  if you want  to load the  demo, change  the setup  or read some info
about it. And  as I  have seen a lot  of impressive  screenshots on the internet
that are from this demo I stepped straight to the demo ofcourse and a status bar
appears showing how many  percent of the demo  are loaded so far. The picture is
not bad, showing a comic cat and a big clock.

Then the screen turns black for a while and like some rays of light some strange
effect enlightens the screen again, accompanied  by some chip noises. Those rays
that are  swirling on the screen  are building up a TAQUART logo in blue colours
and as the  music really  starts to  play it opens the view onto a  3d landscape
with bitmapped trees and stuff and then you're starting to move.

So you're following  a way, seeing some buildings in the distance, going through
them, moving over a bridge and so on... not bad but I have to admit that it is a
bit slow, but later for this...

As you're reaching a building two persons are staying in front of it, maybe some
kind of  guards? Anyway, you're  going into a  window of the building and a cool
demo logo in interlace featuring a real colour burst comes up!
And as it  disappears you're  starting to  move through the building... here the
engine  runs a bit  faster and  the whole surroundings  are made  out of  vector
grafix, in  some  parts  overlayed  with  another  pixel  grating  to  give  the
surroundings more colour steps, or least the impression, so take this one!

Which door we will use? So you're moving through floors and rooms, seeing doors opening and as you're moving into one a floor/sky mapper appears, hold in green colours... but it isn't static since it starts to turn around its axis, really cool looking! And as this runs the music tops itself with drums and strange beeping noises and effects.
Yeah! Turn me baby! Then the screen turns into purple colours, changing from the mapper into some texture rotator and aaaargh... slowing down the whole screen a big environment mapped torrus comes from above...
This one isn't only slow in the emulation... After turning into green the stuff was removed from the screen and another hires interlaced picture in monochrome comes up, showing some fantasy women, that is followed again by a real hi-quality bumpmapper in brown colours that kicks out even some bumpers on ST! Very impressive! After that you're back in the dungeon, moving upstairs, using some switches to open the doors of an elevetor and to find yourself back in a red/brown coloured floor, opening a door and seeing even some furniture standing around and while moving through another window you find yourself back in a tunnel-a-like screen, followed by a cool zoomer that goes deeper and deeper, changing the pixels to create always new letters (the bands' name) to go on... Then you're back in the room, going through another door onto some other elevator, then leaving it and jumping (!) from plattform to plattform. That is realised quite well... even in that low resolutions it is leaving some special feeling. Then you're coming to a room that includes a pool and ofcourse you're jumping into it... ;) and this causes another nice overlayed swirling effect in blue colours that later on is getting some pixeled TQA logo in the background. And the next effect comes up, showing us some circle distorter in red colours with the TQA logo... back in the pool an underwater door opens and swimming through another floor you're finding a point to go up again and leaving the water is realised in a very stylish effect, followed by a mind blowing effect then, another circle distorter accompanied with a interlaced flower! That brings more colours onto the screen and looks just marvellous, unfortunately it wasn't easy to make some good snapshot here since the interlace mode kicked out any good possibility to convert the things in a way they were still looking good :( But still it isn't enough, after the screen turns black a huge TAQUART logo scrolls from right to left, bringing again a lot of colours since every letter got a different palette! Reminds me a bit to the SIX SIEVERT logo in the same named demo on Falcon by .tSCc. ;) And then we're reaching the outer world again, running to some temple or something, seeing spiders sitting on the grass besides the way, entering another room with some moving thing in the middle, maybe something like a victim table? Jumping onto it makes the screen black again... Now some moving tiles puzzle game in grey colours follows, starting to puzzle untill a wormhole tunnel is build together, while on the right border of the screen little wormholes in different colours are scrolling up and down... also very cool stuff! Those are changing the colours, moving very fast and giving way for another interlaced picture, showing a brain and a numen logo. And then... What's this?
"Terrorise Your Soul" for 8bit Ataris! Yes, Rubicks magic cube comes onto the screen, starting to assemble its single sides and this in a very good speed and quite good resolution, using rasters in the background to brighten up the whole thing much more... very impressive! And this goes on as the cube mixes up itself again and starting to assemble again, in highspeed now! And we still haven't reached the end, since now some green line vector person appears on the screen, including its shadow and it jumps around and dances with very realistic moves! Also a really good one!
Make the breakdance, baby! The next effect is a big filled vector cube on black background, not bad but not as impressive like all the other effects seen so far. It is followed by other objects, that are also light sourced. Then you find yourself back in the dungeon, showing a room with people standing in it, aaah, that's the credits screen and those are the makers... and after you took a look into other rooms to see them all you're finally reaching the exit, bringing again that great bumpmapper in green colours now and showing an "the end" followed by a black screen showing in the right lower corner saying... "(c) 1997 - 2oo2 Taquart"... Jau! What a great demo and what a fuck that the shell can't deal with more screenshots since I took about 3o screenshots while running the demo and now I have to browse through them to show you the best snippets of the demo... And let me tell you... remapping sucks ;) final words... "Numen" shows where the guys of TAQUART were lost over the last years since a development time of 5 years isn't usual. But after all the result of those 5 years of work beats the shit out of any demo on the 8bit Ataris and even some later productions on the ST are just a shadow in comparison with this demo, really! Even if some screens are braking out the whole system and turning the fx into slideshows it is just astonishing what the TQA made possible on the little Atari. But not only the burning effex, and as you could read and see there were a lot of them, also the design is well done and it is a nice idea to use the 3d scenery to guide through all the effects, furthemore the grafix are marvellous as well, well drawn logos and pictures using always a max of colours and resolution... Last but not least the music is outstanding since it accompanies the whole trip very well without going onto the nerves and giving the demo some more atmosphere... Just one thing to say, if you haven't an 8bit machine, try to check it out on emulation then, it's really worth a look! ___ratings______________________________________________________________________ visuals....... 95 % - great pictures, logos, animations, textures... audio......... 85 % - very good chiptune that goes along the whole demo... effects....... 95 % - read the review! unfortunately sometimes hardcore slow design........ 9o % - many cool transitions, colours, ideas, 3d scenery! originality... 9o % - the 3d scenery is a hype itself, a lot of cool effex! ___overall______91_%____________________________________________________________ The 8bit Atari demo scene got a new milestone and I doubt that there is someone around who can make a better demo in the next time... maybe in 5 years again? ;) But now a few last words as announced. The coder of the 3d engine wanted to use this engine in a game project called "Vector" that seems to be some kind of ego shooter. Because of some support reason or something it is laying on ice, but over all I doubt that this engine is fast enough to create a whole 3d game with it and I think somewhere the makers should see that somewhen the performance of ANY machine reaches his end. I don't know if this engine is optimized untill the final frontier, but several parts where the whole environment is slowing down are showing that those frontiers are reached now on the little Atari and I have to say that I'm no fan of "bend and break projects" since what use has an ego shooter with slideshow framerates on the screen? I think only to show that you have such a game shouldn't be the reason for this, just remember to the dull "Wing Commander" thing on the Amiga, anybody wanted the game, it took years to port it from the PC and then it was crap and the PC arses had a reason to laugh. Sure, in some parts the engine runs quite well but as far as bitmaps appearing on the screen and the rooms got a few more colours and vector objects, it slows down a lot but you need those things to make a game out of it. Furthermore the limits of the grafix output are reached here, the 8coloured outerworld looks in this resolution very blocky but the higher resolution=less colours rule catches here and even with 8colours you need a lot of imagination and fantasy to see what the pixel-things on the screen should be... Anyway, at least they have thought about it and maybe they have faced the truth, maybe they will try to optimize the routines even more, it doesn't matter what will happen, we will report the things to come for you! _.tSCc.__________________________________________________________moondog_o9/2k2_
UCM 23