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Wonderland XIII   [2016]

Wonderland XIII Released by :
Censor Design [web]

Release Date :
30 October 2016

Type :
C64 Demo

AKA :
Wonderland 13

Released At :
X'2016

Achievements :
C64 Demo Competition at X'2016 :  #3

User rating:**********  9.5/10 (83 votes)   See votestatistics
*********_  9.4/10 (32 votes) - Public votes only.

Credits :
Code .... Bob of Censor Design
  CRT
  Lavazza of Censor Design
  Swallow of Censor Design
Music .... Magnar Harestad of Censor Design
Graphics .... Creeper of Censor Design, Dual Crew
  Joe of Artstate, EXclusive ON, Hoaxers, Wrath Designs
Sampling .... Swallow of Censor Design


SIDs used in this release :
Wonderland XIII (tune 1)(/MUSICIANS/M/Magnar/Wonderland_XIII_tune_1.sid)
Wonderland XIII (tune 2)(/MUSICIANS/M/Magnar/Wonderland_XIII_tune_2.sid)

Download :
http://csdb.dk/getinternalfile.php/152601/WonderlandXIII-CensorDesign.zip (downloads: 2660)
ftp://ftp.scs-trc.net/pub/c64/Party/2016/X/Wonderland_13.zip (downloads: 309)

Look for downloads on external sites:
 Pokefinder.org


Trivia Info
Submitted by Bob on 25 April 2017
Wonderland 13 got nominated for two Meteoriks Awards
1. That's not possible on this platform
2. Best Low End Demo

It did receive the Meteoriks Award for
* That's not possible on this platform *
at Revision 2017
Trivia Info
Submitted by Bob on 1 November 2016
From Magnar:

The first song idea, which later turned into the first part of the song used on WL13 diskside 2, was actually created on 22th of November 2015. That was almost a year before X2016. At that time, there were just a few ideas and code alpha stage examples of parts in our development SVN area. Unfortunately, during the winter not so much happened and I therefore didn’t continue compose. After I visited Gubbdata, I got inspiration back and actually again tried to continue on the song. But it was a very hot and nice summer, so again things slowed down. The real work started mid-September; Only 1 months before X2016.
During July-September the alpha stages of the demo parts got visually improved by Joe’s amazing technical graphic. But it was first mid-September the parts were starting to be linked together in a format that I could continue and shape and create the music toward. Swallow also introduced his amazing update to the music player modifying the Goattracker to actually be able to play amazing samples in 7819Hz together with 3ch SID music or 2ch SID music if Sprites was enabled on the screen. Unfortunately the parts where we wanted to use samples actually used sprites, so the song had to be limited to 2ch SID together with the samples.
I found it very hard at first to work out how we should implement the samples, as the loading and saving of the samples didn’t turned out to work at first. But we ironed out these issues by better structure the loading and source includes as well as getting proper save parameters when saving the samples. Also, I used Goattracker v2.73 while the modification code was made for v2.72, and this also took quite a while before we detected it as an issue. In the end, I was able to use my microphone or synths to record and capture the input needed.
On the 14th of October, the diskside 2 got linked first time. 14 days before the party. At this stage I could get a better view of the demo parts and I started to rearrange my original song into two different songs. It still was very messy. The demoparts didn’t sync with the pattern lengths and song speed. So therefore all visual changes in the demo parts or an end of a demopart happened seconds too long into a new pattern or complete off-beat in the song. So I had to constantly modify the song with “transitions” to follow the timers that was used in the demo parts to avoid the song being out of sync with the visuals. Some patterns lengths ended on 64, others on 100 etc. But as long as I could adjust this in the song, the coders could focus on other more important things; To spend their limited time to get their parts working. Needless to say that these 14 days before X2016 was very long hours composing to 3-4AM during the nights. I am so thankful I have my adorable wife standing by my side taking care of the kids and all housework tasks during these weeks.
The last week was very hectic. Also the demo parts got moved around from diskside 1 to diskside 2, and this again needed hack-n-slash situations in the music to make it fit the new timings. As diskside 2 shrunken in size and demo parts, because they didn’t get finished in time, the song also had to be redone. The song was branched out in new versions just a few days before the party started. And the diskside 1 was announced final version 2 days before the X started. Then diskside 2 was seriously not in good shape any more, especially on the music territory. I therefore took a 1 day break to think through things, to get some distance, and I travelled to X without having the diskside 2 ready beside the song for the first “Black Bobs” part on top of the reaching hands picture by Joe. After that, the song was just a total mess.
On Friday, at X, I travelled 4AM from home, took the train 5AM and the plane 9AM toward Eindhoven. We got lunch, travelled to X, and deep inside I knew that I had to start composing at one point or another otherwise the demo would not be ready before deadline. Luckily, during the Friday evening, I got to meet so many nice people. Best of all was that I finally got a chance to meet Lman. I never met him before and I was so surprised that he was there. And just being at X drinking together and having such a good time with everyone else I also met and talked to during that evening was just such a boost to my inspiration. So when everyone else went to sleep and I was fairly drunk, I told myself that I need to get that song done. 2AM became 10AM, and finally I got the diskside 2 song ready. It was final. I could go catch some breakfast and afterwards go to sleep. The rest was up to Swallow and Bob, and what a blast and amazing effort they did to iron out the last bugs. We had a demo ready for X2016, finally!

Cheers Magnar
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CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
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