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Comaland   [2014]

Comaland Released by :
Censor Design [web], Oxyron [web]

Release Date :
25 October 2014

Type :
C64 Demo

Released At :
X'2014

Achievements :
C64 Demo Competition at X'2014 :  #1

User rating:**********  9.5/10 (170 votes)   See votestatistics
**********  9.7/10 (69 votes) - Public votes only.

Credits :
Code .... Axis of Arsenic, Censor Design, Oxyron
  Bitbreaker of Arsenic, Nuance, Oxyron
  Bob of Censor Design
  CRT of Censor Design
  Lavazza of Censor Design
  Mirage of 5 O'Clock Software, Censor Design
  Peiselulli of Arsenic, Oxyron, Tristar & Red Sector Inc., VICE Team
  Swallow of Censor Design
  The Human Code Machine of Masters' Design Group, Oxyron
Music .... dEViLOCk of Arsenic, Oxyron
  Fanta of Arsenic, Chorus, Oxyron, Plush, Viruz
  Magnar Harestad of Censor Design
  Swallow of Censor Design
Graphics .... Bitbreaker of Arsenic, Nuance, Oxyron
  Creeper of Censor Design
  DeeKay of Crest, Oxyron
  Mirage of 5 O'Clock Software, Censor Design
  N3XU5 of Arsenic, Hitmen, Oxyron
  Sphinx of Arsenic, Oxyron
  Veto of Arsenic, Oxyron
  Yazoo of Arsenic, Censor Design, Oxyron
Linking .... Bitbreaker of Arsenic, Nuance, Oxyron
  CRT of Censor Design
Loader .... Bitbreaker of Arsenic, Nuance, Oxyron
Sampling .... Magnar Harestad of Censor Design
  Swallow of Censor Design
  The Human Code Machine of Masters' Design Group, Oxyron


SIDs used in this release :
Comaland (end)(/MUSICIANS/M/Magnar/Comaland_end.sid)
Comaland (tune 1)(/MUSICIANS/F/Fanta/Comaland_tune_1.sid)
Comaland (tune 3)(/MUSICIANS/M/Magnar/Comaland_tune_3.sid)
Comaland (tune 4)(/MUSICIANS/F/Fanta/Comaland_tune_4.sid)
Comaland (tune 5)(/MUSICIANS/M/Magnar/Comaland_tune_5.sid)
Comaland (tune 6)(/MUSICIANS/M/Magnar/Comaland_tune_6.sid)
Comaland Opening(/MUSICIANS/D/Devilock/Comaland_Opening.sid)
Float(/MUSICIANS/M/Magnar/Float.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Nightlord on 2 February 2021
An amazing masterpiece. I would give it an 11 if I could. Some really hard-core effects that I am surprised to see not mentioned as much as I would hope.

- For instance that textured cube in turn-disk part is quite insane.
- The shadowed squares scroller and perspective is gorgeous to look at
- the cube in the jungle with foreground and background bitmaps is quite subtle-y amazing
- various color-cycle d016 combos look beautiful
User Comment
Submitted by Cybortech on 3 January 2020
which/where is the last part .sid music track?
User Comment
Submitted by JackAsser on 29 August 2015
Alternative score: https://soundcloud.com/danieliju/comaland-versi-n-final
User Comment
Submitted by PAL on 23 April 2015
X is the shit!
User Comment
Submitted by Jak T Rip on 6 April 2015
Incredible demo, nice bee, and I also love the massive credits end part. The idea to have a magical bowl mixed with demo group ingredients that is heated by power supplies... I mean, hell YEAH, that is bloody awesome! The demo features some of the nicest demo gfx and logos ever made and some really solid code.
Of course coherent design does matter, and of course it is a constraint and sticking to constraints can be both cumbersome or fun. But why care? I mean, you won two compos with this! You should be happy!
User Comment
Submitted by Burglar on 3 April 2015
congrats on winning the meteoriks 2014 award too :)

http://meteoriks.org/nominees#nominees-5
User Comment
Submitted by Bitbreaker on 10 February 2015
Freezing (for the sake of changing disk) and reentering again with timer NMIs enabled is a known bother. But forgo on NMIs on a turn disk part just for that? No way.
User Comment
Submitted by hedning on 11 January 2015
Not working on emulated diskdrive is irrelevant info, sidwave. Works fine on my 1541-II. And on my ultimate2.
User Comment
Submitted by SIDWAVE on 11 January 2015
hang/crash on first diskchange (1541U 1)
User Comment
Submitted by Norvax on 16 December 2014
I just watched the demo and enjoyed it to the bit while appreciating the effort behind it. Besides the great flow, musics and pixel art, it is a code ingenuity. Texture mapped cube i will open a new competition path for coders. The line plotter, the space ship, is fast (tough I think could have been faster :P). Nevertheless, thank you guys for such a wonderful demo. Respect!
User Comment
Submitted by Sith on 24 November 2014
Holy crap! I don't know where to start; so much great stuff in this one. I liked the bee recurring throughout the demo as well. Straight 10 for this one.
User Comment
Submitted by BHF on 18 November 2014
Very good demo and a worthy winner, even though Booze were close. I love the Mirage logo ofcourse, and when it came across the screen at X, I couldn´t belive my eyes. This demo is packed with qualityparts and I just have to say WOW, again...again... and again !
Its almost like we can quit now and give up, its just too good :D
User Comment
Submitted by plagueis on 18 November 2014
@PAL: Wise words indeed. I have been a nutcase myself more than a time or two. On here, sometimes on here acting like a nutcase seems like an easily spread contagion.
User Comment
Submitted by Magic on 16 November 2014
What PAL said. Every demo (newcomer, or the biggest collaboration in scene history) should be cherished! I was so much fun when the Low Spirit demo was shown in the X demo compo. The X orginizer with the microphone asked for applause becoz it was the coder's first production! And what an applause he got. Coherence or a theme is nice but only WOW effects that make your jaw's drop all the time demos don't come along to much. Why are we complaining? Embrace the scene. We are the scene!
User Comment
Submitted by PAL on 14 November 2014
I have been thinking. Feedback is OK - but the wording from us NERDS are often very absolute - so in a lot of situations we seem not to like something even when we do. I have been a nut case on this myself I guess and one make upset when the most thing one wanted was to say fragments that could make something even better - BUT, I say sorry for this here on CSDB because on the level demos are today we all know how much time it take and how insane amount of know-how and dedication that is behind the final creation. We are creating absolutely stunning things on this old bread bin... Hands down - I admire you all!

This one is for all in the scene - YOU ARE FANTASTIC ALL OF YOU! FAMILY!
User Comment
Submitted by algorithm on 14 November 2014
Certainly it is to also show of the routine etc. But what I meant is that there will always be someone mentioning x.y.z. e.g bad design. Too much woman pictures. Etc and to please people by complying to their likes and dislikes is a nono personally. Depends on what the programmer aims to demonstrate. Eg. Having someone demonstrate vic digitized audio. But the reviewer to mention poor audio quality or bad choice of music. The intention in some coders is to only demonstrate what they have worked on
User Comment
Submitted by Yazoo on 14 November 2014
somehow i feel that this discussion should be moved to the forum :)
User Comment
Submitted by Hein on 14 November 2014
If it were just for achieving personal goals, why not code it, optimize it for a couple of years and throw it away after the goal can't be stretched any further?
I can understand a programmer with a super routine won't comprimise, but hey, I don't have to either as an audience. You did make it for me, didn't you? Else you wouldn't have shown it to me. Pat you on the shoulder, well done, dude, you're boss. Now back to your cave, codeslave, give us more. ;)
User Comment
Submitted by v3to on 14 November 2014
a hobby should be fun, and if people around enjoy the result it's even better. for me the only motivation for doing something on a c64 was dealing with restrictions, dealing with my own limits which hopefully turns out in something nice.

in case of 8bit systems coherent design is a privilege of small projects and teams imo. bitbreaker is right, strict design constraints the coder. and also the gfx artist and musician if the intention is more than just doing nice pics or pleasant background music...

i remember the original concept of coma light 13 and later criticism about noncoherence in the second half of the demo. those are mostly related to decisions in leaving out parts that were planned to get the four main sequences in a constant flow. some parts were bigger as expected, others did not match for whatever reasons. sometimes we managed some options but sometimes we did not. for example the puppet master. in the original concept the hires animation was also planned as transition for the vector part... playing with marionettes that look like historical coma light-fx, changing/streaming animations till they become those characters shown in the demo. well - no time and space for this. now what should we have done? there is a logical break here but should we leave out vector parts or the animation? abandoning wow moments because this harms coherence? it makes no sense if you ask me.
User Comment
Submitted by chatGPZ on 14 November 2014
klostein lutschen ist auch ungesund!
User Comment
Submitted by Oswald on 14 November 2014
disagree on the part, that demos are not about pleasing the crowd. personal opinions may differ tho.
User Comment
Submitted by algorithm on 14 November 2014
Well said bitbreaker. These people think you have a duty to provide what they want for themselves. Its not as if they are paying for you to produce this stuff. Its all about the learning experience and fun in doing this, not about pleasing others. F£$% them :-)
User Comment
Submitted by lemming on 14 November 2014
Yup, what Danzig said.
User Comment
Submitted by Danzig on 14 November 2014
not coherent? are you all just fuckin' dickheads?? pissing on comaland not being coherent... pissing on Uncensored for the theme (coherent :D that is)... just nitpicking by jealousy that is for me! why not just lean back, sniff the stuff these marvellous people served us, wank a while and smile.. this demo is greate shyte!
User Comment
Submitted by Decca on 12 November 2014
my deepest respects for the amount of work and thank you for Willi!
User Comment
Submitted by ѕiηk on 6 November 2014
Oxyrox!! 10/10
User Comment
Submitted by Watchman on 4 November 2014
An amazing demo! Amazing code, amazing graphics and sound. And funny transitions.
User Comment
Submitted by booker on 4 November 2014
Ent ynk naf enthr hoh nhehf but yes push the limits further pls kthxbye
User Comment
Submitted by Bob on 4 November 2014
co hore ent. We are doing it old school where we can push the limits to new levels, co hore ent is for me blocking that option, I rather spend my time to squize out those extra bytes n cycles possible ;) why settle for less??? co hore ent pfff ;)
User Comment
Submitted by chatGPZ on 3 November 2014
ihr solltet alle mal weniger lack saufen!
User Comment
Submitted by Conrad on 3 November 2014
Nice demo!
User Comment
Submitted by Bitbreaker on 3 November 2014
As for my side, i don't give a fuck about cohernet design, but i love it to punch my code IN YOUR FACE :-) It was fun to burn down an effect fireworx that fast as on side 2. Improving and optimizing fullscreen lines for 2 years just to show them 15 seconds in the end, because i can. Doing some hires screens in between, because i can. Even doing a pic without boobs, because i can. It is not about your joy, it is about the joy i have :-) The grief, envy and voting drama is on your side, not mine :-) Now go on nitpicking and wasting the time that you would better invest in your next demo project :-) And don't whine, i'd even give a helping hand upon asking. You know that sharing is even twice the fun than just creating.
User Comment
Submitted by Cresh on 3 November 2014
Ja, ja.
Look at Camelot. They do press-space-demos and they win.

Do whatever you like. But just do it.


Ps. I enjoyed Comaland back in Holland (+/- stoned), I do enjoy it righ now.
User Comment
Submitted by Scout on 3 November 2014
Come on, this demo was made by 18 people or something.
I guess not much effort was needed to fill 4 disk sides, right?
Most of the graphics where done on PC and a lot of music was sampled.
One week of work...pff..

;-) <--- the mandatory winky smiley to avoid scene drama.
User Comment
Submitted by spider-j on 3 November 2014
I apologize. I think this discussion wasn't really about this release anymore. At least from my side it was not meant as nitpicking, just reflecting and thinking about coherence in general. It's better to discuss this elsewhere....
I <3 Comaland as it is.
User Comment
Submitted by Hein on 3 November 2014
People jump into linking hell because they're self inflicting masochists, how else can they become such great coders? Not because they give in so easily. Then winning X, tumbling into the black void. Wonderfull it must be to get some criticism afterwards, pulling them out of nothingness. I'm glad this scene is not for the faint hearted.
User Comment
Submitted by Stone on 3 November 2014
I think the people who criticize the flow (or lack thereof) in demos should take a step back and think about how much work goes into creating a demo for the C64. After all, this is our hobby, not our jobs. You don't pay, we don't get paid. I don't mind constructive criticism, but this nitpicking is demotivating. When we released Another Beginning, we had been working on that for up to 2 years on and off, but after the democompo on X-2010, we got a lot of criticism about making a "press space" demo. Since then, we have tried ever harder to create demos with coherent design and seamless flow and this way of working is killing my own motivation to make demos. Personally, I'd rather see spectacular individual parts than something weaker tied together perfectly just for the sake of it. I know some groups have a lot of effects just lying around, and I'd hate that they would never see the light of day just because people are hesitant about entering into linking hell. Peace out and Press Space!
User Comment
Submitted by spider-j on 3 November 2014
Jammer: okay, then tell me what is 'right' ;-) Yes, I know recurring style elements or a theme also have their part when it comes to coherence. I don't think that they have the same impact on the 'overall impression' like the music. My guess: take 3 different demo parts with 3 different tunes and it will feel like 3 parts put together as a demo; take the same parts and let someone make a soundtrack tune to that and it will feel like a demo that has 3 parts ;-) Of course maybe I see this too much through the 'musicians glasses', but as I said, I've seen some examples in film that were quite impressing what sound and music can do.
User Comment
Submitted by Jammer on 3 November 2014
spider-j: You couldn't be more wrong here ;) You're musician and perhaps pay most attention to the soundtrack. But many people catch different things that contribute to the overal coherent feeling. Music is not enough to fix and glue stuff, sorry ;)
User Comment
Submitted by Magnar on 3 November 2014
64kb memory for some parts is also very hard to make good transitions and/or keep the music running for minutes after minutes without feeling it repeats itself.

But, then again, if the music is made first - everyone else has to adapt. :)
User Comment
Submitted by spider-j on 3 November 2014
About coherence: it's (almost) only the music that counts. Visuals aren't that important. I've seen some nice film examples using the same visual material and then changing the music transforming the whole thing into jolly, horror or action (etc...) feeling. So if you want more coherence, use less musicians. Music is the only thing that usually runs through a whole trackmo from beginning to the end. It's the musicians job to hold the pieces together.
User Comment
Submitted by Hein on 3 November 2014
@Veto: Agreed, it's been an endless discussion in Focus. Eventually zero came out of it, so maybe it'd have been better if we didn't try so hard to find the ultimate concept to use as a framework for screens and routines. A 'deeper' concept also has the risk of being flamed for being childish or superficial. Then again, it also takes guts to say no to certain parts because they don't fit.
User Comment
Submitted by v3to on 3 November 2014
... are typical issues for defecting good flow...
damn, this deactivated edit functionality is a curse
User Comment
Submitted by v3to on 3 November 2014
hehe, thinking of the concept itself i remember that there was a very short discussion about 'coherence' when the project started...

result was: there are too many people with too many various skills involved, there will be none. no doubt about that. so it better avoid setup a basic overall theme and let's see what happens. actually from my point of view the demo is surprisingly coherent in most places ;)

and tbh i am struggling when it comes to coherence as major guideline. it is possible - yes. the design makes edge of disgrace more classic than codewise imo (though it is still great, but eg plasmas do not age well), but it is always a compromise. slow pace, loader screens, downsize fx, pic+fx layout constrains, action replay, missing transitions, dragged parts are typical issues for good flow...
User Comment
Submitted by Shine on 3 November 2014
Watching again and again ... wondering how this UBER vector skeleton was done. This dancing is so real animated. I have a guess, but i mean i think to complicated (sometimes). Would like to see someone bring light in my dark head. ;)
User Comment
Submitted by Jammer on 3 November 2014
Have to agree - the most striking 'transitions' were bee/ship and skulls/disco. Totally random :)
User Comment
Submitted by Scout on 3 November 2014
What Hein said.

Don't get me wrong, this demo is top notch regarding coding, music and artwork yet it feels like a spacebar demo without the need of pressing the spacebar.
The demo doesn't feel as a whole and that's a pity.
User Comment
Submitted by Hein on 3 November 2014
This demo suffers from the many people involved and lacks coherence. Still, great stand-alone parts that are technically impressive.
User Comment
Submitted by Frantic on 2 November 2014
"Do you need raytracing?" :)
User Comment
Submitted by 6R6 on 2 November 2014
Bob, Magnar & Co. - Just watched this on my C128D. You put some heavy work into this. The skeleton dancer was my favorite. Thank you. :)
User Comment
Submitted by finchy on 2 November 2014
Mindblowing :O
User Comment
Submitted by Joe on 2 November 2014
What a wonderful combination: Lightyears of yesteryears
and still part of the break from one hands effort.
Almost 15 years diminished in a handshake.
Great animations, line-up and work. One to be remembered no doubt.
User Comment
Submitted by Magnar on 31 October 2014
As "only a musician", I hope I am allowed to forward my appreciations and highlights to the coders.

As a old Amiga user and music Composer, I never thought I would see a C64 demo with playback of an Amiga Protracker module with full support of all effect commands in 4x voices with 8bit playback. The song in the end-part, I made it as a standard 30kb amiga protracker module. THCM converted it to C64, and then added a 5th channel for the greeting voice on top of the playback of the protracker module. I am so honoured to have taken part in that. Thnx a lot, THCM!

Also, I must comment on the Flip-disk part by Swallow. You're Amazing. Taking a Goatracker stereo track of 5 SID channels including 2 channel support for "2-voice-chords" or "2 voice hard-sync with sliding on top of leads", doing your wizardry, and then output a mono SID playback. But with samples(!) AND a full-screen all borders scroller with amazing animation of the floppydisk. I wish I had coding skills just half as good. :)

Axis, bending rasters as whipe out, flying fractal landscape, a realtime texturemapped spinning 3d-cube and your comaland dance part knocked the socks of me the very first time it was checked into svn. Your mocap dance movements rocks! ;)

Bitbreaker, the flying line-vector spaceship together with Fantas tune and sfx, that masked AND cropped spinning vector cube as it hit the water edge is amazingly good looking, even before the on-top layer of graphics was added to the part and only the vector was just cropped like in a... Amiga demo :) Wonderful!

Bob, love your fullscreen all borders open and tech-Tech on all graphic, bitmaps and sprites. And as that isn't enough, you find rastertime left to scroll whole bitmap Pictures without using VSP tricks. I need to dig into that source code one day. Even though it only had 1 rasterline left for the music. :)

CRT, the 3d shadow scroll is awesome! Now looking forward to the next scroller with the darker approach. :)

Peiselulli, the flying bubblebee and rotating 3d landscape came into the svn just one week before the release. So cool!

Lavazza, so nice to see you manage to get the loading and scrolling of Mirage fantastic logo to go so smooth with the owl animations and borders open for the graphic sticking outside the main bitmap.

Besides the highlight to the coders, I want to express how fun it was to work with the full Comaland team. Being on travel the last week before X2014 didn't make it any easier for me, but all songs was finished in time (even if the side3 song was mostly composed at the travel to the party - even on the airplane, and I know that most of you was afraid it wouldn't be finished in time and that would have made the whole team efforts broke down). We made it. Lets do it again ;)
User Comment
Submitted by Hate Bush on 30 October 2014
inferior to Uncensored by the slightest of margins, but we're still speaking top 5 C64 demos ever. and the Comadance part beats even those rotating rasterbars in my book.
User Comment
Submitted by booker on 30 October 2014
brain killer & jaw dropper .....(though there's something major wrong with the tune which is preceding the greetings)
User Comment
Submitted by Clarence on 29 October 2014
The texture mapped cube is so fast by old standards. The masked vector on the lake is very unique. Loved the big flower logo and the blown away credits particle. And I could go on... Congrats on the big teamwork!
User Comment
Submitted by Sounx on 29 October 2014
What is there left to say? I agree with all Burglar said. Unreal GFX just like the ComaDance and 3D-cube-over-GFX parts. Priveledge to have watched this on the big screen @ X.
User Comment
Submitted by Wisdom on 29 October 2014
Anything less than a 9, or let's say 8, for this demo is certainly downvoting.
User Comment
Submitted by Jammer on 29 October 2014
Or that person just didn't like running through random ideas more than others ;) Is 6 really downvoting? I know it's very influential grade in weighted average but... ;)
User Comment
Submitted by Oswald on 29 October 2014
I guess it was an anonymous downvoting coward :o)
User Comment
Submitted by CreaMD on 29 October 2014
The person who did it is a shameless bitch... that's for sure. ;-)
User Comment
Submitted by Zaphod on 29 October 2014
Great producition!! And to the person who voted 6 on this release.. Shame on you!
User Comment
Submitted by Burglar on 28 October 2014
omg what an intro, that particle effect (retaining color!!!!) and then Mirage, seriously unreal.
Turn disk part is another killer on just side 1 of 4 ;)

the bee and especially the trees looked so awesome on the big screen, the huge vectors, the 3d cube partially behind yazoo's best gfx in this demo, really, all jawdropping moments.
excellent music-sync to danko's old tune (one of my favs btw) at turndisk 3.
true texturemapped 3d, hello?

Mirage showing off again, I can only shake my head in disbelief. Really really great. This and the intro pic are the best c64 graphics ever made. Period.

Glance, eat your heart out, this is ComaDance \o/ Fantastic! And this in my eyes sealed the win.
Oh, and the ballscroll was also very nicely designed. and maybe/probably we should have killed the greets a bit earlier ;)

flow-wise parts were really good and some lacking, but thats your punishment for working on a single production with 18+ ppl! hah

also, really good tunage throughout the whole demo, really liked the diversity a lot, many excellent tunes! I preferred it over Uncensored soundtrack.

Overall a deserved winner, but only by a fraction ;)
User Comment
Submitted by Karoshier on 28 October 2014
I am pretty sure this team effort has been going on for a long time... Given the breathtaking result (and the awesome live experience of it), straight 10 from me without any picky complaint. Extraordinary. Period.
User Comment
Submitted by Richard on 28 October 2014
Love the style, the effects, the music. Everything. Well done :)
User Comment
Submitted by Stone on 27 October 2014
One can always nitpick, but the overwelming amount of awesomeness in this demo just warms my heart. You so-called retirees in Oxyron sure don't need wheelchairs just yet. I'm not clear on who did what, but it looks like everyone more than pulled their weight. Thank you for this!
User Comment
Submitted by Tim on 27 October 2014
Great, awesome, amazing..

But..
Being completely honest, for me there is a lack of coherence.

Where sound wise it worked very well (which imho is a big improvement to the last Comalight), the overall look and feel and mainly transitions seem rushed/un-edited as a whole almost as if the dream team line-up caused a 'too many cooks spoil the broth'.

I'm hoping a final polished version will smoothen my mind to a 10, if only because I considder a large part of this team as my friends :)
User Comment
Submitted by Kristian on 27 October 2014
Quite a few nice effects in this one. Compared to Censored and RGB this one suffer from a bit boring design, but Mirages graphics is just outstanding. That and the dancer is what really did it for me.
User Comment
Submitted by celticdesign on 27 October 2014
10/10
User Comment
Submitted by Retrograde on 27 October 2014
Epic, such Voodoo is NOT possible!
User Comment
Submitted by slimeysmine on 27 October 2014
Best demo ever 11/10
User Comment
Submitted by Sledge on 27 October 2014
Shit, this is beyond great! It's really amazing what you can achieve on a limited platform like the C64 if you only have the skills and the professional knowledge. Just imagine what the world have been like if you realesed stuff like this back in the late 80's.

This is wonderful stuff!!!!
User Comment
Submitted by Zyron on 27 October 2014
Wow, what a show! Coma dance put a huge smile on my face. And at the end I believe we have the biggest greetings part ever.
User Comment
Submitted by Oswald on 27 October 2014
gpz, you can not do that when the frames are stored. best bet is to fix the framerate, or try to estimate the time needed rendering and generate anim according to that. it still all happens on the generator side.
User Comment
Submitted by Bitbreaker on 27 October 2014
make a demo about it :-)
User Comment
Submitted by chatGPZ on 27 October 2014
its not about wasting cycles and waiting, its about measuring how long a frame took to render and then adjust the steps. but you will learn it eventually =)
User Comment
Submitted by Bitbreaker on 27 October 2014
@groepaz: no way, wasting cycles with waiting is just pointless for me :-) I'll just continue not caring about that :-)
User Comment
Submitted by chatGPZ on 27 October 2014
lots of good stuff in there, but somehow i have the feeling it could have been a better demo if a few things had been left out. its a bit too obvious that they run out of time polishing certain parts for me, and using a full disk side for the last part just so you can load samples... oh well. dance animation was mighty cool, and bitbreaker still needs to learn how to render at varying frame rate without speeding up movements =)
User Comment
Submitted by grasstust on 27 October 2014
A superb demo, with some mindblowing stuff! It's really a demo for waking up old sceners. Although it needs to be done in stages, so they don't get completely discouraged! Mirage's stuff is fab, but jeeez, I think you all excelled here, so much nice stuff. Congratulations. And thanx! <3
User Comment
Submitted by PAL on 27 October 2014
looked again - the whole demo is super dudes!
User Comment
Submitted by Yazoo on 27 October 2014
900 downloads in ~1 day? wtf :) the szene is alive!
User Comment
Submitted by Dylotic on 27 October 2014
Unbelievable production! The GFX are best i've ever seen. I really dig that coma dance part.
User Comment
Submitted by skull on 27 October 2014
Great demo, at times it seems that doubles the processor performance :)
User Comment
Submitted by lemming on 27 October 2014
Unbelievable effort, this is one of those demos I'd be happy to show to anyone who doesn't know about the C64 scene or even demos in general.
User Comment
Submitted by Mr. Mouse on 27 October 2014
Great demo! Here's a youtuber. https://www.youtube.com/watch?v=6jZRfFYYVTM&feature=youtu.be
User Comment
Submitted by PAL on 27 October 2014
Thanx for beating us. I love a challenge, I take it! I as one, will even try to out-do your 7th graphic creator/designer in this one release/demo. Mirage - you were the best, you are the best, but I pal will be there battling in the future too! You are so great, the inspiration you have given me with your art in this demo is just jaw dropping, heart pounding and so powerful for me... you did it dude, this is in my opinion a compo-winner just because of that logo and the vertical face gfx. THE best gfx in a demo that I have ever seen! You inspire me so much with this, you light my inner c64 fire for the first time in years, like WTF - that is just great and awesome... The rest of you did a really great job too, proud of you all, entertaining and cool. For me this was a real eye opener in gfx from the mirage things... WOW!
User Comment
Submitted by Zierliches Püppchen on 27 October 2014
What a fucking good job u have all done! WOW .. u made my day! The big logo at the beginning ... Borat Style: IT's NICE! Code, Graphix, Sound ... Fuck u all for that "perfect working together Thinggy" :D Lifetime achievement unlocked.

Ich hab euch alle lieb <3
User Comment
Submitted by Yogibear on 27 October 2014
I think this is the coolest demo I ever saw! Thanks for the outstanding show guys!
User Comment
Submitted by Deev on 26 October 2014
The scrolling intro picture is stunning! (I like the dissolving text before it as well). I think I would prefer it if the graphics style didn’t feel to change so much throughout, although I realise this is difficult when so many people are involved! Because of that, it just didn’t feel *quite* as slick as some of the other recent Censor and Oxyron releases. Obviously some great effects, and two of the tunes (side 1 and the final part) stood out as favourites from all of the demos I’ve watched tonight (based only on first listens!)
User Comment
Submitted by PARALAX on 26 October 2014
Awesome demo! Unbelievable what's still possible with this machine. I will present this demo in our next RetroVision show on Radio PARALAX next saturday. :-)
User Comment
Submitted by iceout on 26 October 2014
Nice!
User Comment
Submitted by Smasher on 26 October 2014
comadance: any demo would have won with that part in it! just fabulous!
User Comment
Submitted by Ksubi on 26 October 2014
As others have said, the graphics in this demo are mind blowing, especially those of Mirage. My favourite parts: the vector craft (so smooth!) and the the flip disk samples / ESCOS... amazing stuff guys! The loader system is quite impressive also!! Time to watch it again... 10/10
User Comment
Submitted by jailbird on 26 October 2014
Still don't get the extreme amount of flowers and bees on this year's X, but I think you have achieved your goal: they have made me ghay too. Mirage, now I want your baby more than ever!
User Comment
Submitted by ALIEN on 26 October 2014
Friggin unbelievable... Need to sleep over this one (speechless)
User Comment
Submitted by Mr. SID on 26 October 2014
User Comment
Submitted by snerg on 26 October 2014
Is it me or is The CUBE smiley faces the ultimate...this time :)
User Comment
Submitted by Valsary on 26 October 2014
In technical skills no one ever get close to Mirage...true god you are! Intro picture simply makes me speechless.
User Comment
Submitted by Yazoo on 26 October 2014
Flavioweb: i have asked bitbreaker to delete the note, as it wasnt finished... but seems its still there :D
we have to release a 100% version which is gonna contain a completed notefile anyways, i think :D
User Comment
Submitted by Flavioweb on 26 October 2014
Absolutely a milestone!
There is not too much more to add.
-Chapeau- to all the people involved in this great project.
PS: tnx for the details in notefile... I hope to see Bitfire quickly here =P
User Comment
Submitted by JAYCE - THE MiNiSTRY on 26 October 2014
That flower graphics thing is probably the best looking thing I've ever seen. Amazing code, amazing gfx, but the music wasn't really as good as it has been in previous demos. But overall a fucking amazing demo!
User Comment
Submitted by daison on 26 October 2014
Awesome awesome awesome demo, albeit a little less consistent compared to 'the other one' imo. Mirage's logo is stunning and the stickers are now carefully attached to my 1024s and 1541-II! \o/
User Comment
Submitted by CreaMD on 26 October 2014
Dane, Sander. This is probably not the best place for discussion like this, but when you started it. How about overall score? Booze design demo was less hectic than EoD in sound design. I will sure have to rewatch those two, but I would like to point out, that winning a compo isn't always about technical brilliance and new unbelievably cool tricks. (like that rotating rasters in Uncensored, for example), or about overall power of the theme. It's about how you take the theme and what you do with it. While Uncensored took the theme and made a demo effect show about it. ComaLand did not attempt to find any excuses for plain fun and constant winking on demowatcher/listener who watched the old Wonderland and Comalight demos multiple times. I think ComaLand is loveable cute demo just because of purity of intentions that it brought into the equation ;-). Still I wonder... if Uncensored was playing as final demo in the compo, would it beat ComaLand? We will never learn...
User Comment
Submitted by Sander on 26 October 2014
Superb work from everyone involved!

And, without wanting to downplay the importance of the others, i agree with Dane. Mirage was the difference between the 2nd and 1st place imho.
User Comment
Submitted by Dane on 26 October 2014
Allow me to sum up the magic of this demo in one word: Mirage
User Comment
Submitted by psych on 26 October 2014
What a surprise! Lots of great ideas, but what else we could expect from bunch of such talented and experienced people?

I'm so happy that I could see this one being played live at the party. It was an historical moment in the C64 scene.

Thank you for that!

BTW. Fanta playing PRI ;) Seems like not many realized (hello Linus and Randall ;)
User Comment
Submitted by Roysterini on 26 October 2014
WTF!!!???

Amazing. Miracles do happen.
User Comment
Submitted by Scarzix on 26 October 2014
is it me or did Censor Design just invent REARTRACING ??? :D

Awesome production guys, thumbs up!
User Comment
Submitted by taper on 26 October 2014
Lots of great parts! Loved the boiling bowl being heated by old c64 PSU's in the greetings part! :)
User Comment
Submitted by Photon on 26 October 2014
Perfect 10 for massive entertainment :)
User Comment
Submitted by Jammer on 26 October 2014
Digging deeper I have to admit that some parts were more miss than hit ;) Mainly hardsync+samples and 'raytracer'. The first one is not really a feature to devote a special demopart for. Hardsync on every channel? What's so cool about it to boast it? :D Raytracer was probably the weakest part and should've gone ;) Still, I've been watching Comaland several times trying to keep my jaw with both hands :D
User Comment
Submitted by CreaMD on 26 October 2014
I will need to rewatch all demos to be sure, but from the stream this had the freshest ideas of them all and looked like something that would impress members of other 8-bit scenes too. Fast paced, with a lot of clever designs, cool soundtrack.
User Comment
Submitted by Xenox on 26 October 2014
I'm a bit depressed because of the high quality from this and the other demos from the X2014, who should beat this???

Extremely great grafix, stunning code and cool music, 13 from 10 points! Thanx for making this... It made my weekend...!
User Comment
Submitted by Bacchus on 26 October 2014
No doubt - bloody well done. From the first effect removing the basic screen to the last with the credits.
User Comment
Submitted by Rough on 26 October 2014
Comadisco ... wow!!! else: what everybody else said below
User Comment
Submitted by Skate on 26 October 2014
Congratulations for winning a compo like this with very serious competitors. You guys are very hardworking, productive and talented. Thank you for all amazing moments in the demo compo.

@Axis: You shouldn't have wasted textured cube part as a turn disk part. And thank you for ruining my textured cube works. :)
User Comment
Submitted by Fresh on 26 October 2014
I thought this was a c64 demoparty, why were they allowed to use an amiga?
Anything lower than 10 is offensive.
User Comment
Submitted by Dr.j on 26 October 2014
Like Shine wrote. 12/10 ! felt like
a good clip for recent mtv music .
outstanding performance and classic in every aspect. lay my hat off 4 it
User Comment
Submitted by Saphir on 26 October 2014
Full points for this insane piece of artwork! Great artwork, awesome effects, deserved winner!
User Comment
Submitted by Magic on 26 October 2014
This demo is just great. But as said on the party, everybody was waiting for more after the greetings :)
Greetz to CRT, Magnar, Bob.. It was a blast! hahaha :)

Live version:

https://www.youtube.com/watch?v=CfkCN7DKmQs

Unfortunately my iphone got full.. so.. it misses something near the end..
User Comment
Submitted by Oswald on 26 October 2014
really scary how fast it chews trough 4 disksides :) that texture mapped cube will give me sleepless nights. HOW??!!! and the wireframe spaceship, some mad bitbreaker lineroutine I bet, c64 never drew lines so fast :o) I love the flying bee part too. Awesome stuff all round!
User Comment
Submitted by F7sus4 on 26 October 2014
This stuff is god-like.
User Comment
Submitted by Mixer on 26 October 2014
Nice vectors and awesome sound tech!
User Comment
Submitted by Doc Strange on 26 October 2014
Watching this on a bigger screen, during the compo, made the difference. Especially when you have such detailed and intricate graphics.
User Comment
Submitted by Nith on 26 October 2014
Incredibly impressive! Not only the whole demo design but especially the graphics are absolutely amazing, unbelievable
User Comment
Submitted by Xiny6581 on 26 October 2014
Incredible sleek demo! I am speechless!
User Comment
Submitted by Jammer on 26 October 2014
I like some of Booze's routines more and Uncensored was far more coherent but... this is a true jawdropper anyway! So many freshness, pure joy of creation and things that seem impossible on C64. Yeah, it is a winner ;)

Maya, wo bist du?! LOLs! :D
User Comment
Submitted by Mactron on 26 October 2014
Very nice one. 'Maja wo bist Du ? ' loool
User Comment
Submitted by Doc Strange on 26 October 2014
What a blast.
User Comment
Submitted by Shine on 26 October 2014
I am SPEAKLESS!!! This is is such a masterpiece ... 4 disks of "evil" quality ... monsterbusiness!!! Design, graphics and code is mindblasting (music fits very well) ... Now i am tired a bit of watching demos ;) Anyway this is a straight 12/10 (+2 for this killer amount of effort) ;)
User Comment
Submitted by BokanoiD on 26 October 2014
We were just re-watching all demos, so thanks for that!
User Comment
Submitted by hedning on 26 October 2014
Panic upload (6% battery time left) from Bolle Boel beer café in Eindhoven. Enjoy! Bob delivered the goods in the last minute. :D
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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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