Missus Raroo Says: Falling in Love with Samurai Shodown II For All the Right Reasons

Missus Raroo Says Logo[In honor of the Neo Geo console's recent 20 year birthday, the GSW column regulars The Raroos dug back into the archives of their print zine to present us with Missus Raroo's classic article from 2005 about why she loves SNK's peerless Samurai Shodown II. Not only does her write-up give love to a great fighter, but it also sheds light on the artistry and details that help make it such a timeless game. Plus, her illustrations are really cute!]

A Disclaimer From a Non-Gamer

I am, self-admittedly, every fighting-enthusiast’s worst nightmare. I am a button-masher. I know enough to realize that various direction and button combinations are supposed to result in special attacks, but I never manage to get the combinations quite right when I attempt them on purpose. I either don’t have enough fine motor coordination, or I just have really bad timing. Whatever the case may be, when I try to fight with some intentional strategy, I always die the fastest. Thus, it’s not like I button-mash out of stubbornness, it’s a matter of survival.

Given this background knowledge of my fighting-game skills, or lack thereof, you may be wondering what I could possibly add to a discussion about fighters. Your concerns are definitely valid, because I have not played very many fighters and even the ones I’ve played, I’ve barely clocked in more than a few rounds. I have, however, seen my fair share of fighters come and go, thanks to my time spent with Mister Raroo.

And, after years of exposure to myriad fighting games, there is one fighting game that stood out from them all. I couldn’t remember the name of the game, but I did remember how there were a bunch of cute barnyard animals in the background in one fighting scene. I was also able to recall there being characters with animal tagalongs, including one with a bird and one with a dog. This was enough information for the Raroo to identify the game immediately as: Samurai Shodown II, known in Japan as Shin Samurai Spirits.

If you want a “real” review that comments on attack combos and the like, then don’t bother reading any farther. If you want to know the place that Samurai Shodown II holds in relation to the other titles in the Samurai Shodown series, I couldn’t tell you. There are plenty of fan sites out there that can provide you that information in lengthy FAQs—I found quite a few when doing a little background research for this article.

What I didn’t really find, though, were write-ups that mentioned all of the reasons why I happen to love Samurai Shodown II, and so at least I don’t feel like I’m replicating what’s been written a million times before. So, without further ado I present…Falling in Love with Samurai Shodown II For All the Right Reasons.

For Its Japanese Flavor

As soon as you power up Samurai Shodown II, you are immediately treated to cherry blossom petals falling over the the Gairyu Isle background, complete with a path of red Torii gates leading to Mount Fuji, one of the most recognizable settings in Japan. Next, you are presented with a flurry of the game’s characters flashing against a scrolling Japanese art screen, the same pattern that also serves as the background during player selection. Finally, the title screen comes on, accompanied by characteristically Japanese music complete with the sounds of shakuhachi, shamisen, and taiko drums. Thus, even before you even get to play the game, you are immersed in the wonderful Japanese ambience that permeates all of Samurai Shodown II.

The playing options in the game allow you to select the regions of Japan, Spain, or USA. If you select Japan, the gushing blood during battles is colored in red, but if you select Spain or US, the blood color is palette-swapped and appears green instead.

Green Blood!

Also, if you select Spain, the game text changes to Spanish, and if you select USA, the text changes to English, or as some like to say Engrish, due to the improper, but oh so satisfying, translations (For example, you’ve got to appreciate Kyoshiro gloating with a comment like “Fight like dance, and win. That’s the soul of Kabuki.”). Luckily, regardless of region, none of the character voices or audio narration is dubbed or changed from the original Japanese. Even though I can’t understand the Japanese comments throughout the game, the dramatic, guttural voices add such great feeling that would be completely ruined by English dubbing.

To complement the Japanese sounds, the visual references throughout the game pay homage to some great popular culture and history. The most obvious character connection is Hanzo, based on the historical ninja master Hattori Hanzo. In the game, Hanzo plays on a war torn battlefield that includes such wonderful details as a sideways leaning cement lantern and a broken Japanese-style battle flag.

Although less obvious to me, I found out through research that Ukyo is based on the swordsman Sasaki Kojiro Genryu, Nicotine was most likely made after the Buddhist monk Takuan, and Haohmaru after the samurai Miyamoto Musashi. In the game, Haohmaru also happens to love the Japanese alcoholic beverage sake. He drinks sake to taunt his opponent, and he even uses a sake bottle as a weapon at times.

Japanese Kabuki theater is weaved in with Kyoshiro and the Japanese card game Hanafuda with Genjuro. The samurai servant Jubei snacks on rice balls to taunt his opponent while competing in a beautiful snow-covered bamboo forest that leads to a home built with traditional Japanese architecture. Two of the bamboo stalks stand out in foreground and can be cut by players in the heat of battle, a simple yet satisfying instance of interactive backgrounds.

Finally, I love the presence of Kuroko, the judge who dutifully referees every battle. Supposedly Kuroko dresses in the tradition of a Kabuki stagehand, while using the red and white flags to referee as in a kendo match. Of course, Kuroko also throws confetti, and I suppose that is neither customary in Kabuki nor kendo.

For Its Humblest Heroes

Throughout my life, I’ve always been a champion of the underdog. I’ve always rooted for the underdog, and I’ve always been the underdog, you know, the kid who tried her hardest, but still spent a lot of time cheering from the bench. So, what can I say, I love the humblest heroes of Samurai Shodown II the most! First, take Earthquake. This is one obese man who is not afraid to flaunt it. He bares his belly in all of its glory, wearing nothing but a flimsy vest, and when he wins a battle he’s not too shy to take a gigantic bite of chicken leg.

Earthquake's Chicken

Next, consider the attractiveness of Gen-An the green monster. Gen-An is a worthy adversary with his sharp Freddy Kreuger-style claws, but in the end, he’s a guy who scratches his butt when he wins a battle. That leads us to the small but ever mighty Nicotine. You find out when he battles that halitosis is no longer something to be embarrassed by. A puff of his bad breath can send his opponent down for the count. Even in victory, though, Nicotine doesn’t get away with gloating. Sometimes he’ll laugh so hard that his back will give out, revealing that even after taking down his rival, he is still vulnerable to old age.

Throughout the game, you will find other small details that reveal the humanity characters have through their weaknesses. Sieger, for example, has the most ridiculously large fist cover for a weapon. It’s a weapon that has got to give poor Sieger some confidence since, after all, he has all the pressure in the world to fight before the king. Taking up half the screen, the fist is so large that you might hardly notice how it compensates for Sieger’s puny legs and pointy-toed boots.

Sieger’s masked weakness is further revealed when he loses a battle. The king has to stand up in disgust to shame him, and at times you will find Sieger falling down and grabbing his shoulder. To me, it’s the classic “pretending to be hurt” scam that people play all of the time when they fail at something. I can just hear him blaming the shoulder, “Darn you, shoulder! If it weren’t for you, I could have won the honor of the king!”

Finally, perhaps the most sympathetic hero of all is Ukyo, our very own tuberculosis case. The poor guy perseveres even while coughing up blood. His taunt is to kneel down and cough, and when winning a battle he sometimes collapses all of the way to the ground while his girlfriend finally emerges from behind the torii gate post to help him. If that isn’t a departure from the regular victory dance, I don’t know what is.

For Its Fan Clubs

While the heroes of Samurai Shodown II may be unconventionally humble, they don’t often lack the support of fans rooting in the background. Some levels in the game are set in locations without the presence of spectators, like Charlotte’s empty palace or Nicotine’s foggy temple grounds. Nevertheless, there are definitely some memorable fan clubs worth noting.

First, there are the standard fan clubs. When Ukyo wins a battle, for example, he is sometimes showered by a pack of adoring women dressed in kimonos. Nothing out of the ordinary there. Then, there’s the kabuki star Kyoshiro who is constantly being rooted for by members of his cast. There are about a dozen men in the background who wave their arms around with fans or with instruments in hand. Again, no big surprise.

Stirring the PotNext, you have what I like to think of as wannabe fans. These are fans who look a lot like the fighter. Now, they might just be relatives, but even so, it’s funny because they are just choosing to root for whoever shares their resemblance. I guess it’s not so different from what happens all of the time in real life, but I still find it amusing for some reason. In this category, there is Gen-An who is being supported by two fellow green monsters on either side of a giant and ominous-looking cauldron.

The goblin on the right is busy stirring the pot and the goblin on the left is too busy waving his giant spoon above his head to help with the stirring. The established work ethic of the goblins carries over to the end of the battle. The goblin on the left gets so emotionally caught up in the action that if Gen-An loses, he falls down. Meanwhile, the goblin on the right is the responsible one who keeps his spoon in the pot, but gets a stern look on his face, probably upset not only that Gen-An lost, but that he’s the only one doing any work.

Another character with a wannabe fan club is Earthquake. If you play Earthquake’s level, you can’t help but notice that all of the guys in the background are bare-chested and big-bellied just like Earthquake. In particular, there is one look-alike fan who is busy chowing down chicken, one of Earthquake’s favorite snacks, and there is another guy standing with very proud posture in the back. This guy in the back cracks me up the most, because he spends the whole time continuously spinning a chain much like the one that Earthquake uses as a weapon. You can’t help but guess that this guy adores Earthquake and wants to be just like him!

This leaves me with the most bizarre fan club of all and that is the fan club for Galford. Galford is a ninja with a husky who fights at a shipyard in San Francisco! There is no indication of what he could possibly have in common with a bunch of muscle-toned men who work with fish on a dock, and yet this is exactly the colorful bunch that Galford finds rooting for him.

Among the crowd, there is a guy choking and head butting another man, an old man teetering with a cane, a guy just rubbing his belly, and one reclining with his arm behind his head, his legs crossed, and his fist up to cheer. There is also one man distracted by a cute dog, another one cheering with his butt sticking out, and yet another sitting so excited that he has to tap his feet and cup his mouth to cheer all the louder. It is totally bizarre, and I love it!

Throughout this section, I didn’t mention Nakoruru’s fan club, but that is because I pay special tribute to them below. Read on.

For Its Animals

Animals Love NakoruruI mentioned earlier that my lasting memories of Samurai Shodown II were of the animals. The “barnyard” scene that was seared into my memory is the level for Nakoruru, who also happens to be the character with the bird sidekick, a hawk named Mamaha that can be used in attacks. While Mamaha may be the main animal star people associate with Nakoruru, I love all of the animals that adorn the background of her level, which turns out to be more of a forest/straw-thatched roof cottage scene than a barnyard scene.

To the best of my visual discernment, I have been able to spot the following animals: numerous deer populating the forest on the right side of the screen, a big standing brown bear carrying Nakoruru’s sister Rimururu on its shoulder, a white parrot sitting atop the head of a black cow, kittens cleaning each other under the watchful gaze of three huskies, a group of red chickens to the left of a posing white rabbit and a hopping white rabbit, a couple of bounding foxes, a trio of yellow birds building a nest in a barrel, a white horse chilling behind a low fence, a couple of monkeys roughhousing on a shelf and a couple more clapping wildly on the cottage awning, beavers surfacing by logs in the river, and even what appears to be a hamster running in a wheel inside the building!

Although the level of nature-loving Nakoruru takes the cake when it comes to animals, there are others thrown in throughout the game. Akin to Nakoruru’s hawk, Galford has a husky dog Poppy to aid in attacks. Before battle, Galford calls out, “Let’s go and defend the justice, Poppy,” and throughout the fight, Poppy doesn’t disappoint with his intimidating fighting stance and snarling expression. Sound effects of his growls and barks liven the scene, and at the end of fights you might spot the animation of Poppy’s eye twinkling, Poppy licking Galford’s face, or even the guest appearance of Poppy’s three adorable puppies: Poppa, Puppa, and Pippa.

To top it off, Galford’s level includes the treat of a naughty gray cat trying to paw its way into a blue bag that probably contains fish, a brown bulldog-looking pup that is continuously being scratched under the chin, and arguably the star of the background: a prize-winning shark that hangs in humiliation, twirling around with a hook through its nose so that its neck is left arching back and its mouth hanging wide open to reveal a big red tongue.

Cham Cham also has an animal companion in her monkey Paku Paku. Paku Paku doesn’t get involved in attacks, but it does liven up the action with silly antics such as making “ooh ooh ooh” noises, beating its chest, or jumping on Cham Cham’s head after a battle, which by the way, leaves Cham Cham looking none too pleased. In the background of Cham Cham’s level, Paku Paku has a fan club consisting of a monkey that cheers with a stick in hand and a mommy monkey that appears to have kid monkeys flanking her sides. Cham Cham’s level also features a silly alligator that laughs, some dead fish hanging from a pole, and a good showing of flamingoes that I guess aren’t too intimidated by the alligator to stick around.

Although much more minor in detail, Genjuro’s beautiful level with the flowing waves of grain is made even more picturesque with geese flying by in the sky and Gairyu Isle is livened up by the circling of a seagull up high. Similarly, the black crows in Hanzo’s battleground level add to the feeling of desolation, and the black feathers that fall across the screen in close-up view when some crows are forced from a falling gravestone are a great touch. In my everyday life, I love animals for enriching my days, and similarly, the animals of Samurai Shodown II breathe special life into the gaming experience. For them alone, I will forever love Samurai Shodown II.

[Missus Raroo doesn't consider herself to be a "real" gamer, but between listening to her husband excitedly talk about games on a regular basis and trying her hand at a select few titles herself, she knows a thing or two about video games. She served as the co-editor-in-chief of the Game Time With Mister Raroo print zine and was called the "heart and soul" of the publication by readers. She lives in El Cajon, CA with her husband, son, daughter, and pets. You may reach Missus Raroo at koopaboo@yahoo.com.]

Indie Games Summit Round-Ups: Day 2

Here's our link round-ups for articles about the second day of Indie Games Summit talks, happening at the Game Developers Conference in San Franscisco this entire week:

Gamasutra: Exploratory Development
"Game development is one of the highest-pressure, most anxiety-inducing careers there is. An exploratory development process can be a solution, but only if it's managed with confidence and honesty, say ThatGameCompany's Kellee Santiago and Robin Hunicke."

Gamasutra: Ninjabee's Top 10 Development Lessons
"Ninjabee's art director Brent Fox shared a top ten list of development lessons learned from releasing games on Xbox Live Arcade and other platforms, offering useful advice for other indie developers during his lecture at GDC's Independent Games Summit in San Francisco."

Gamasutra: A Brief Postmortem Of Today I Die
"In a short talk during the Indie Games Summit at GDC in San Francisco, Daniel Benmergui (I Wish I Were The Moon) discussed the process of making the game that put him on the map, and is an IGF Nuovo finalist this year, Today I Die."

Gamasutra: Refenes' and Saltsman's Baffling $350 App Store Success
"I absolutely hate the iPhone App Store,' declared indie developer Tommy Refenes during his segment of the Indie Game Makers Rant at Game Developers Conference in San Francisco this week."

GameSpot: Indie developers spew rapid-fire rants
"The Indie Gamemaker Rant session was an orderly procession of five-minute spiels from a dozen people with an interest in the independent development community."

Edge Online: Semi Secret Talk Canabalt, Flixel
"Semi Secret Software's Eric Johnson gave a candid post-mortem of their hit game at GDC's iPhone Game Summit, closing out by revealing that Flixel, the flash game API used to create Canabalt, is being ported to iPhone for native development, including an Actionscript to Objective-C translator to accelerate Flash to iPhone ports."

Boing Boing: How The Indie Fund Could Change Game Dev Destiny
"Opening the 2010 Independent Games Summit, 2D Boy co-founder Ron Carmel took to the stage to explain why the fund was needed, with Braid artist David Hellman illustrating the strange over-complex steamwork behemoth of traditional business models that no longer serve the indies best." Continue reading

REDDER


REDDER is a game by Anna Anthropy / Auntie Pixelante, with music by Amon26. It’s an exploration platformer focused around an alternating green/red block switch mechanic, similar to the mechanic used in the third pendent dungeon in the SNES classic A Link to the Past.

I found the colors very nice (even though the backgrounds are often just gradients, there’s a lot that can be done with just gradients of color), and the exploration of a fairly large world excellent. In a few ways the game resembles VVVVVV, but only in basic structure: a world of screen-sized rooms, numerous checkpoints, things to collect, but is more non-linear, slower-paced, and not as focused on challenge (you won’t die very often if you’re decent at platformers).

I’ve played through many of her other games (When Pig’s Fly, Calamity Annie, Calamity Annie, Invader), and so far this one’s by far my favorite; maybe you guys will agree. Continue reading

Marooned On Mars: Anna Anthropy’s Redder

After months of teasing the game (and a slight delay in development due to a computer meltdown), indie developer Anna "Auntie Pixelante" Anthropy has released Redder, her biggest project yet in terms of scale and time. The Mighty Jill Off/When Pigs Fly designer notes, "It's the biggest game world I've ever built."

In the 2D platformer, you control an astronaut who has crash landed on Mars and needs to gather a batch of crystals to get her ship back in working order. To do that, you need to explore the planet's ruins, avoid enemies, and solve a number of increasingly difficult switch puzzles to reach the crystals.

Redder's controls are simple -- walk with the left and right arrow keys, and jump with the up/shift/z/space key -- keeping most of the focus on timing the astronaut's hops. The planet's lower gravity allows you to jump higher and float in their longer than you typically would in most other platformers, but if you've played Anthropy's other games, you should be used to this by now.

You can play the Flash game for free right now on Newgrounds!

Soulcaster: 8-Bit Adventure/Tower Defense On XBLIG

Released last week on Xbox Live Indie Games by developer MagicalTimeBean, Soulcaster combines three great ideas, hoping to catch your interest with at least one of them: 8-bit graphics, Gauntlet-style top-down dungeon crawling, and tower defense mechanics.

As you explore dungeons, discover treasure, and encounter a variety of enemies, your wizard deploys a collection of archers, warriors, and alchemists (each with their own strengths and weaknesses) to dispatch enemies. As you progress, you can upgrade those units and purchase equipment.

You can purchase Soulcaster for just 240 MS Points, and there's also free demo available should you need more convincing.

[Via GamerBytes]

GDC, The Fantasy of Control, Part II: Tuesday, March 9, 2010

[In a GameSetWatch-exclusive set of blog posts for the week of GDC 2010, Magical Wasteland blogger and Game Developer magazine columnist Matthew Burns continues his journey through the show. Previously: Part 1.]

It’s the first real day of GDC. The surging crowds are at first seemingly counterintuitive to the oft-repeated phrase that the industry is a small place. Just how tiny it is, though, becomes fully apparent as I stand in a hallway seeing person after person I recognize, by name or by face.

The moment I enter Moscone South I spot a former co-worker, and have a catch-up conversation with her before I can even get my badge. The newly-built studio she’s joined is “interesting,” she says, and briefly describes some of the disconcerting politics already going on there.

I’m on a press pass this year, which is turning out to be an “interesting” for me, too. I had always thought certain people became suspiciously friendly towards me when I started working for Bungie three years ago, but that’s nothing compared to being in the system as a game journalist.

Even without any prior credentials to this particular vocation I’m bombarded with e-mails and calls asking for my time– often starting with off-putting affectations of casual camaraderie. On some level I understood that this is how things work, and that I should not be surprised, but I can’t help but feel drained by all the noise.

In the face of a thousand false friends, what is one to do? Getting fifty e-mails and ten voice mail messages about startups that are going to “revolutionize the social gaming space” makes me second-guess myself, and wonder if maybe there isn’t something to this stuff after all, and that maybe I’d better write something about it lest I miss out on the next big thing (whatever that actually turns out to be).

This press mentality distorts my perception, too, such that the weight of all the clamoring results in an impulse in the opposite direction, the desire to fly in the face of the “public relations” people and pick something obscure and contrary to write about, just to prove that I am in control of myself.

The crowd at the Independent Games Summit yields about a dozen people I have known before only online in the space of twenty minutes. We all understand there is no time for any sort of deep conversation, so we are content to say hello face-to-face for the first time and move on for now, promising each other we will see each other later in the week. Everyone pours coffee into their bodies, still in the mode to gear up for what promises to be a long, interesting and mindbending day.

I soon meet Ben Abraham, game writer and academic. He is brand new to GDC and this country in general, but the first words out of my mouth are about our shared game of Neptune’s Pride, a web-based light strategy title created by an ex-Irrational developer, that has been eating away at our time for the past week. Laptops side by side, we compare tactical notes before we think better of ourselves and go on to discuss more serious matters: the conference here, the writing-about-games scene (such as there is one), life in Australia as opposed to here.

Then, out of the corner of my eye, I catch the nametag of Chris McCarthy, one of the people who I have been working with on my independent game project as he randomly walks past us. I shout his name, and he immediately joins a rapidly growing lunch outing agglomeration– from four to six to ten people– in search of a good place to eat.

The train gets moving only to break up after it becomes clear there is no actual destination in mind; the two splinter groups end up in the same food court of the same mall anyway, and a large table is shared by all. Chris ends up talking to Ben about Australia’s Classification Board, and I’m drawn into a conversation with two soon-to-graduate game programmers, Kyle Murphy and John Holland, and another artist, Chris Matuszek, about Torque, Unity, and the video game program at Champlain College.

As we walk back to the conference the streets are packed with people shouting passionately about ambient occlusion, how to compete with Zynga, or the game company t-shirts they possess. I head to the W Hotel, where I’m to meet with some old friends in the game audio business (Tom Hays and Julia Bianco, of Technicolor Interactive Services).

The lobby bar is packed even at this time of day and we’re lucky to find a seat; during our conversation one of our group excuses himself to take a call and comes back fifteen minutes later to announce he’s just made a sale. We reminisce about old times, compare studio buildout notes, and exchange current information.

A few hours later, I’m on my way to meet with Jenova Chen, and Ben, who I run into again, joins us. We discuss game business (the Infinity Ward news, the development scene in Shanghai), before moving on to other, more important topics. Jenova must be off to make an appearance elsewhere, and on the way back from our meeting place I explain to Ben why I think Flower is so important.

It’s starting to become party time, and while there are many tantalizing gatherings that have been heard of and spoken of in hushed tones, there are markedly fewer with actual concrete locations and invitations. We are on our way to one when students we met the previous day spot us, and like a Katamari ball we absorb them, the whole thing rolling along Mission Street towards the closest open bar.

I manage to find yet another former co-worker, who hands me a business card so thick it could be a coaster, and who keeps talking about how he needs to get back to his room so he can actually write the slides for his presentation later this week. It is the deepest part of the crunch cycle at his workplace right now, and he has had no time, he says.

He also describes how he was explicitly instructed by his management not to talk about certain recent industry events about which everybody is talking; I make up for this by ranting at him on the subject while he nods and quietly drinks his Scotch and beer.

The night finally ends two or three establishments and last calls later. Ben Abraham, who had earlier said he was going to bed, is found chatting with Clint Hocking past midnight, and I spend a good fifteen minutes reeling at the size of Ubisoft Montreal, which one of the guys has pegged at almost 2,500 people. Much is said– some of it to be forgotten– and we head back to our respective hotels to collapse for a few brief hours. “That,” says newly-elected IGDA board member Darius Kazemi, “Was the first day.”

Special: The Best Of The 2009 Demoscene, Part 4 – Wild

charts_wild.jpg[In the latest of an occasional series of demoscene-related posts on GameSetWatch, AteBit's Paul 'EvilPaul' Grenfell presents a multi-part retrospective on 2009's best demos - continuing with the best 'wild demos' - some of the more out-there efforts from the scene last year. Previously: best demos, best 64kb/4kb intros, and best oldschool demos.]

After a bit of a break, I'm back with more of my favourite demoscene productions from 2009. This time I'm looking into the Wild category. Wild is a bit of an odd category whose definition often depends on the demo party you're attending.

At most parties, though, Wild means anything that doesn't fit into any of other competition or category. This usually includes demos on really obscure or home-made hardware as well as live-action, animated or CG short films. I'm also going to extend this definition to include some tiny intros that were too small to fit into the 4k chart.

1st: Puls by Rrrola

64k demos too big? Can't wait for the next great 4k intro to download? Then try this 256 byte demo from Rrrola. Yup, that's right, this effect was created with just two hundred and fifty six bytes of hand-crafted assembly code. And if that blows your mind, <a href="http://pouet.net/prodlist.php?type[]=256b&order=thumbup&x=25&y=10&page=1&order=thumbup
">check out what other amazing things 256byte demo authors have been up to over the years.

2nd: Untraceable by TBC

Next we take a bit of a leap to 1024 bytes with this 1k fractal exploration from TBC.

3rd: Demovibes 9 mixed by Willbe
demovibes9.jpg
I love the Demovibes compilations, expertly compiled and mixed by Willbe, and this edition is no exception. Perfect background music for democoding.

4th: I Felt the Earth Breathing by Quite
ifelttheearthbreathing.jpg
"Procedural Graphics" is a fairly recent demoscene category. Authors must write an executable that produces just a single image. So why not just write a program that decompress a jpeg? Because most competitions put a limit of 4096 bytes on the size of the executable. This example from Quite shows just what can be achieved.

5th: Shader Toy by RGBA
shadertoy.jpg
IQ of the group RGBA is not just responsible for great demos like the stunning 4k Elevated. He's also maintains a website (www.iquilezles.org) that is an authority of many aspects of democoding. And on top of all that, last year he released Shader Toy - an online tool to lets you edit and preview GLSL shader programs in any WebGL-enabled browser.

6th: Turbulence by LFT

Back after his success with Craft in 2008, Linus "lft" Akesson returns with another home-made demo platform.

7th: Julie by Nuance

Necessity is the mother of invention, they say, and if you can't afford the tech that Hollywood uses to make "bullet-time" effects then you'd better figure out a cheap way to do it yourself. The result is this short film, mixing live and computer generated footage and released by Nuance at Breakpoint 2009. You can also check out the story behind this demo as a PDF document.

8th: The Death Grind by A Halalkoszor

Another short film, though this time it's entirely computer animated.

9th: Subtle Confusion by Pistoke

More computer animation in this humorous piece from Pistoke.

10th: Pixel by Pixel by Outbreak & Darklite

And finally, want to tile your bathroom with a mosaic but can't decide on a pattern? How about starting a topic on the demoscene site Pouet asking for suggestions, picking the best, then filming yourself in time-lapse as you apply the winning image to your walls.

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.