23 June 2006, 14:46 | #1 |
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Background info about State of the Art - Spaceballs
Hi,
Maybe this info is well known to you, but I didn't saw it mentioned on the forum, so here it is. The mag "R.A.W #5" included a nice article about the dancer of "State of the Art", as long as a "Making of". Maybe it could be included in a future release of the DVD ? I think this is an interesting piece of background info, isn't it ? R.A.W #5 can be downloaded here : http://spaceballs.planet-d.net/files/spb-raw5.dms Intro : Dancer interview : Making of : Additionnally, a picture of Lone Starr is available here : http://spaceballs.planet-d.net/dancer.html Hope it helps. Last edited by trance007; 29 June 2006 at 23:51. |
24 June 2006, 09:25 | #2 | |
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haha
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27 June 2006, 23:23 | #3 |
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Last edited by trance007; 02 July 2006 at 01:34. |
29 June 2006, 10:12 | #4 |
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05 July 2006, 08:00 | #5 |
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Not a surprise really, some of the comments are jealousy and others just don't like techno. You saw these comments back then for practically any demo. I remember reading one comment that Desert Dream was too long (!).
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05 July 2006, 21:49 | #6 |
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I agree, lots of groups jealous because Spaceballs did something a little different that garnered a lot of respect from people, for probably less effort than other groups were putting out.
At the end of the day, I couldn't give a toss how a demo is done, so long as the end result is impressive. For sure Substance by Quartex (Alliance Design) is far more technical than State of the Art, but I know which one I'd rather revist....... and it aint the QTX one Are you the same Trixter as in Amiga coder? |
06 July 2006, 20:22 | #7 |
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State of the Art is one of my favorites.. I think demos should be judged on a few merits.. While that one may not win for displaying 50 million sprites or sine scrollers, it was still quite entertaining. I can appreciate pushing the hardware, but that's not all a demo is.. As a prime example, a vector sphere might be difficult to do but ... in the end it looks just like a circle and nothing more, even with lighting; I'm watching a demo, not reading source code.
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06 July 2006, 20:30 | #8 |
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State of the Art is still my favourite ever Amiga demo so they did something right.
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07 July 2006, 22:15 | #9 |
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This demo made all non-amigans back then (and I think it still does) pulling their hair of envy, hehe
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08 July 2006, 11:31 | #10 |
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Yeah i used to wonder about the girls in State of the Art. And that picture of that dancer is hhmmmm yummmm.. she is damn fine!.
I miss those diskmags |
14 July 2006, 09:39 | #11 | |
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BTW, I'd really like to check out the flashback DVD... is it available anywhere? |
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15 July 2006, 02:11 | #12 | |
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Seriously, the soundtrack is phenomenal, but for the most part, they just didn't have the visual action to match it. I know I'm not looking at it with 1993 eyes, but did we have to see the dots and circles for that many minutes? -phoenix, your humble blasphemer |
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15 July 2006, 13:36 | #13 | |
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Don't expect any huge speeds though |
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18 July 2006, 09:13 | #14 | |
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It's definitely a coder's demo, so being a coder helps to keep up the interest :-) |
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18 July 2006, 13:13 | #15 | |
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There was a UK guy on the Amiga with the same handle |
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19 July 2006, 05:35 | #16 | |
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30 December 2009, 23:57 | #17 |
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SotA perfectly explains the chasm between Amiga coders busting their butts to make something impressive for Amiga, and someone who makes something that impresses people from all platforms. There's something to be said for both - both try to make something new and better. With a great new idea, it doesn't really matter so much if the coding is the state of the art.
Thx to Lizard for linking to this old thread |
31 December 2009, 21:38 | #18 |
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for those who never see it,
[ Show youtube player ]
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01 January 2010, 03:10 | #19 |
The 1 who ribbits
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01 January 2010, 19:00 | #20 | |
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