Nothing but code

Nothing but code was released at Assembly held in Helsinki in august 1996. All demo coding in this demo was done by Gremlin. The demo finished second in the Assembly 1996 demo competition.

The introduction starts with an effect on the background. The effect is a polar coordinate mapping of a simple plasm scrolling from the middle of the screen. The plasm is created in big pixels as is everything else in this demo since it is totally designed for the big screen of the demo competition. Then two interlace hires logos stating 'Beyond' and 'Force' start to move one from the up of the screen and one from the down of the screen. The moving stops in the middle of the screen where they form a single 'Beyond Force' logo. After the logos leave some introduction text arrives in the same way. The effect goes on for a while and the it switches to another one, which is a picture zoomer and rotater which after a while shows that the rotate can be made independent of the distance measured from the centre of the screen. Then the effect shows that the zoom has the same property. After some weird and some not so weird effects with the picture it zooms out and switches to another effect which is called splitter v3.1 and it is an old splitter-like routine mapped in polar coordinates. Then some effects changed with it and the demo moves onto next effect which is a mandelbrot picture zoom with rotate. This one is not really anything more than a picture rotate with zoom. It is only an effect to make the demo look like it had many parts and fast changing effects. After a short stay the mandelbrot changes into another fractal zoom which zooms the so-called RG-fractals (RG = random graphics, gee I hope nobody mistook to think of this as something new and cool). After this one loader starts to load the next section of code and continues to play the music and is showing some text with a simple loaderwriter. Surprisingly all the effects up to this point were coded with a single routine which was flexable enough to handle all the effects described.

After a short period of loading and textshowing the next part starts and it is a texture-mapping routine. First there is a cube with some graphics on all sides of it. Then there is a cube holding rotating graphics on the side and yet some with scrolling graphics. There is also an old famous interference effect coded so that there are two different coloured circles on two simple surfaces and then when they intefere the colour changes into another one. There is no this kind of a routine known to be released before this on any machine. The music up to this point has been the same and was composed by Jeff of Camelot. After all objects and effects have been shown, the part ends and starts the same loader with writer and starts to load the next part into memory.

After loading has finished the demo changes music piece to another one which is composed by Skyline Technics and the next effect starts. This one is called 'Vertical mapping', which means that the routine zooms textured lines from which the textured objects consist of. First there is a zoomer with own z-positioning for all vertical lines of the picture. Then there some very big 3d-objects rotating over y-axis and some effects include even several objects. The routine was meant to continue to present even a very fast doom-imitation on C-64 but it wasn't finished in time for the demo. After all the effects have beem shown the loader continues and starts to write some final notes.

After the loading has finished the demo enters its final stage including credits. Final part shows a little 'photograph' of every single effect shown in the demo and gives full credits for producers and guest stars.