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popularity : 71% |
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alltime top: #626 |
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added on the 2001-03-07 01:29:47 by ryg |
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comments
very good intro, starting the mapping in 3d (faked) on standard Amiga 500 at 7Mhz :-)
and a fantastic music !!!
and a fantastic music !!!
Final votez..
I'd hate to think how many hours I've spent entranced by this demo.
Groundbreaking code and the music is one of the best 4channel mods ever (really worth looking at this one playing in a tracker).
Groundbreaking code and the music is one of the best 4channel mods ever (really worth looking at this one playing in a tracker).
I never got to see this one in action, but the music was fantastic, so much so that I used it in my first pc work (pls forgive!).
still one of my favourite jester-tunes!!
Still nice to watch!
superb stuff! the only thing i dislike about this prod is the lack of perspective in the effect above :)
Class stuff, found a floppy at my parents' place and dragged it back home to watch on my (t)rusty A1200... worth the effort!
one of the best demo music ever made !
thank you Jester !!!
thank you Jester !!!
indeed, almost forgot to give it a thumb up, thanx for the reminder rez :)
I have not been able to emulate this demo yet on WinUAE - using the latest 0.9.91 - any ideas?
Ah - what am I saying - this comment about emulation was for Razor's Voyage
Just my thumb up
great fx and music. one of my favorite amiga demos.
Ehem, this Chaos from Sanity - is that the same Chaos that codes for Farbrausch today?
yes
Hmm, one can only wonder how much ass they would kick, if Kyd/Balle of Silents and The Spy, Deftronic, Murphy, Saxs & Guzzler of Crionics made a comeback ... but I guess they're too busy making money - like the rest of us ... :-)
deep respect. amazing soundtrack for early 1991. jester the man.
incredible
Great stuff. Sanity was one of my favorite Amiga groups. Jester and Chaos ...
heh this one rules!
Great effects, music and gfx. Totaly rules.
Awesome!
Thumbs way up for Jester and Chaos :)
Totally cool! If I remember correctly, there was also Sanity Copy on the Elysium disk. :)
I still don't like the music, but everything else is pure greatness. Thumbs up to Panther too, Chaos did not code it alone you know.. and to the graphicians Cruiser and Cthulhu as well.
Great code, great demo.
Outstanding.
Scene History!! Perfect!!
Jester!
classic tune, great demo :)
Caveman told me he saw Chaos crying & screaming at his amiga just before the compo :-)
I wonder if this is the final version? LOL
I wonder if this is the final version? LOL
... I assume it was Chaos ... he just said someone was cursing in german ... :-D
a classic, no doubt! a starting point for Chaos' world domination...
Classic.
I assume he knew it already http://www.pouet.net/prod.php?which=2938
I assume he knew it already http://www.pouet.net/prod.php?which=2938
A classical Amiga demo and damn cool.
graphics
music
effects
music
effects
Very nice with some really cool effects. And of course the music was an instant classic.
Another classic.
Apart from the music, this is great!
some nice effects
I love that song
The effects are so damn good and Jester rules as always. Absolutely top-class stuff!
Great effects.
Vectorcubes ??? Vectorbobs!!!
SCROLLERMADNESS!
thanks again to hertie technischer kundendienst for the very fast repair of chaos' amiga!
thanks again to hertie technischer kundendienst for the very fast repair of chaos' amiga!
Nice oldie. Gonna play this one on my next bigscreen demo-beer-evening.
cubes + elysium.mod = <3
a good tv rip would be cool from this ol´diamond. elysium.mod and various interresting parts of this demo make this to a pure classic.
Music! Classic!
..origin of the cubes maybe...? Hmm
Awesome music!
I will never get bored of the music in this one.
good demo.
that ruled.. dunno why but me likes the color choices too..
c'mon! an eternal classic ;)
Unforgettable because of music.
Still Massive. The music, the texts.. the underwater guy.. watched so many times over and over
So much win
Music!
Rules
saw this on demoscene.tv - awesome stuff :)
Rocks hard!
+ Quotes Monkey In A Cage
- Unreadable scrollers
+ Unreadable scrollers
+ Chaostar in vectorbobs
:)
- Unreadable scrollers
+ Unreadable scrollers
+ Chaostar in vectorbobs
:)
nice nice!
chaos inventing !
<3 those routines !
<3 those routines !
sanity in action!! what else? ;)
'nuff said!
Pure insane sanity demo !
Classic production with original and stunning effects. The tune is amazing!
Legacy.
Cubes without perspective correction are hella ugly, but the ideas were nice. The rest was neat - especially the light cone scroller. Nice tune. And quoting Pixies lyrics is always worth a thumb.
another video here:
http://www.youtube.com/watch?feature=player_embedded&v=7r-pOTtGXx4
http://www.youtube.com/watch?feature=player_embedded&v=7r-pOTtGXx4
the music is by jester fucking brilliant.
i wonder if the makers of deponia (the adventure) thought of this when naming their "paradise" elysium...
i wonder if the makers of deponia (the adventure) thought of this when naming their "paradise" elysium...
This is great stuff.
One of my favorites. Watched this one many times at that time. The music is incredible.
!
all time favourite
did setup some new ground-rules in coding. some of them are still in use today.
Excellent code ideas!
But the best of it still is the music! Jester! <3
But the best of it still is the music! Jester! <3
Legendary early classic with adorable music
Thanks for introducing me to the demoscene Sanity!
Fantastic music and a well executed demo... a true classic!
Elite in ever aspect.
Late thumb :)
yep.
They don't do music like this anymore. :(
And the code still blows my mind.
And the code still blows my mind.
cheesy melody and instruments imho
Cheesy of course, but with the right kind of hooks to make the track properly memorable :), works for me! Along with arte, probably the only Sanity demo I really like. The pacing and general structure of the demo is crap of course, but standard or above average stuff even, for 1991.
Innovative effects, nice music
classic, too long like other classics
Classic.
Very Good
Awesome demo! Some people at Youtube wrote:
"I sense trickery on the vector cubes part of the demo. I'm guessing they render one cube and display it multiple places on screen doing some point math for it's position in 3d space. It's just too many polygons for a 7.16MHz 68000 to render. Not putting it down, it's a really neat trick. That kind of clever thinking made demos like these possible."
"Yep. Calculate one cube and render it into a block of memory, then using another set (or even the same set of matrix calculations for simple shapes) blit that bob onto those x,y coords.
You could also precalc all those coords beforehand to save cycles, or even render every single rotation of the cube as a seperate blitter object in memory for even greater speed gains.
Doing the latter and rendering a single consecutive line from each object in memory allowed for the 'rubber objects' you often see in some demos of that period."
"All the cubes are identical - they're just in different positions, so they're not really cubes in 3d space since they don't increase or decrease in size as they get closer or further away from the viewer. So they'd precalculate each variation of cube angle, then as they draw each one use the pre-calc version.. I can't remember the cheat way to draw with only filled shapes but there was a way - you essentially just marked the start and end of a fill/colour on a vertical line, and the raster processor did the rest.
What was truly amazing back then was the zoom in and out of the bitplane. Amiga had a funny way of representing images and it was intense math to zoom in and out like that, almost impossible to do at the required frame rate - a whole image like this. These original demos inspired stuff later down the track like Wolfenstein on the PC."
"I sense trickery on the vector cubes part of the demo. I'm guessing they render one cube and display it multiple places on screen doing some point math for it's position in 3d space. It's just too many polygons for a 7.16MHz 68000 to render. Not putting it down, it's a really neat trick. That kind of clever thinking made demos like these possible."
"Yep. Calculate one cube and render it into a block of memory, then using another set (or even the same set of matrix calculations for simple shapes) blit that bob onto those x,y coords.
You could also precalc all those coords beforehand to save cycles, or even render every single rotation of the cube as a seperate blitter object in memory for even greater speed gains.
Doing the latter and rendering a single consecutive line from each object in memory allowed for the 'rubber objects' you often see in some demos of that period."
"All the cubes are identical - they're just in different positions, so they're not really cubes in 3d space since they don't increase or decrease in size as they get closer or further away from the viewer. So they'd precalculate each variation of cube angle, then as they draw each one use the pre-calc version.. I can't remember the cheat way to draw with only filled shapes but there was a way - you essentially just marked the start and end of a fill/colour on a vertical line, and the raster processor did the rest.
What was truly amazing back then was the zoom in and out of the bitplane. Amiga had a funny way of representing images and it was intense math to zoom in and out like that, almost impossible to do at the required frame rate - a whole image like this. These original demos inspired stuff later down the track like Wolfenstein on the PC."
Unreadable scrollers since 1991!
These old prods from the days when brute force didn't get anything done are always interesting. Catchy tune as well!
Codewise absolute groundbreaking for its time. Gorgeous!
motivational thumb
That was one of those special and magical moments when I first saw this production. A demo with a lot of new and neat ideas and a very smart coding. On the one hand I was enthusiastic and on the other hand I was shocked. I thought: How on earth did they do that? Where is the trick? And who could have imagined and anticipated that the little Amiga was capable of producing such a massive output? I had to find out more about it, grabbed the phone and punched Panther's number. He sounded a bit bothered and bored. I guess he got many calls and had to listen to the same questions over and over again. Even though he was so kind to explain the principles / basics for the some of the effects (without going into detail), the production never lost its magic for me. I still like to watch it after all the years - being enthusiastic and shocked at the same moment.
By the way, what happened to Panther? I seem to remember only one other bigger production where he was involved in. Was he fed up, did he change to the PC camp and / or no time for conding demos anymore?
Another point: ranked 3rd in the Amiga Summit Convention 1991? Dudes, that is a bad joke! The ranking should have been like this: 1) Elysium, 2) Substance, 3) Global Trash
By the way, what happened to Panther? I seem to remember only one other bigger production where he was involved in. Was he fed up, did he change to the PC camp and / or no time for conding demos anymore?
Another point: ranked 3rd in the Amiga Summit Convention 1991? Dudes, that is a bad joke! The ranking should have been like this: 1) Elysium, 2) Substance, 3) Global Trash
Cube parts are obvious and scaling and SW scroll might not look the best, but overall it's a well-coded release with an enthusing tune - and together makes it a nice watch. :)
classic <3
Classic and very impressive for its time!
Jester soundtrack ❤️
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(Damn,. I was watching few famous amiga demos again from the emulator last night..)
This one has also some rotating texture chessboards and a rotating texture scroller too! (Like the one on Dawnfall demo on C64 by Graham =)
And nice music too!
As I have read in an interview on Pain, this is his favorite Amiga demo from the ones that Chaos/Sanity have coded..