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"Numen" by TAQUART
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system... Atari XL/XE, 32o KB RAM, tested on AtariWin on P233MMX
size..... 2 disksides
release.. o8/o2
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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_
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