@t7,01 @^@f11@cDESIGN .. TIME .. AND EFFORT @f00@t3Design, time and effort. Are they the 3 most important things about a demo in these glorious days of increased quality and quantity of demos. The answer must surely be yes. The best demos, intros or trackmos of the past 12 months have been the ones where the team has spent the time making the demo look professional and as though it has been actually been put together with a bit of pride rather than hurried together over a couple of party days where a few boozed up lads want to slag someone off or say hello to their scene friends. Although their most recent intro was a bit dire, @taMelon@t3 have produced some of the nicest intros and trackmos this year and why, because they have thought about the look and style of the demo. One thing you can @^@f00@t3 always say about a @taMelon@t3 production is that they are distinctive, you know it is a @taMelon@t3 product straight away. Although I felt it could have been put out as a single part demo the wonderful trackmo HUMANTARGET had some design effects that some of the TV companies would I am sure be proud of. The Melon logo that went from the sprite to the vector and the way it moved from one corner of the screen to the other. In the old days guys just went through a , how many, stage. How many vector bobs can I get on the screen, how many polygons on my vector and how many sine dots. All this was very good but very boring. Now that guys have started to make their demos more polished and their diskmags look nicer with a better user interface the magazines have @#@t7,01@^@f00@t3finally stood up and took notice and have started to make more and more space in their mags available to the scenes hard work. Recently a U.K mag called @taCU AMiga@t3 covered Public Domain in a seperate supplement, they used the main picture out of @taAnarchys@t3 IN THE KITCHEN by Facet as the boundary graphic for their demo reviews. The U.K group @taLSD@t3 always get their name in the magazines. Often you will see a review of Grapevine and recently their TOTAL KAOS rave trackmo got an astonishing 9/10 in one mag. I wonder how they will vote on JESUS on Es an all together much more ravey demo ??? The key to good demo design is to have a group where the members live close together or at least in a group with good organization and communication. Long gone are the days where a coder merely collected graphics and music @^@t3@f00from other members and pieced together a logo, scrolly and main effect intro and been able to get away with it. Now adays the coders spends more and more time getting the routines in time with a particualr pattern of the module or beat of the tune. A good example of this is IN THE KITCHEN. The logo expands at the start to the start of the music and the clever , FLIP THE DISK, message at the end is timed to the ending pattern. The whole demo is geared to the music and it is a nice touch, maybe more groups should think about this technique. Is good coding an absolute necessity to a good production ? Well I think so, all of the example I have mentioned have had a high standard of coding and only with the exception of the last 3 @taMelon@t3 intros could I possibly have my mind changed. These have contained @#@t7,01@^@t3@f00very basic coding, in fact the last one contained hardly any, just a fade routine and a text routine, no fancy routines or ideas. Having said that though the coder who brought us that intro also gave us the first GELE-VECTOR and DRAGONS BALL so no one could criticise his code. Well as always if you have any ideas or comments on my article then send a letter to me. My address is in the ad section. @t5 BOB - SD TEAM @@