Welcome!

 Welcome to the Caulky and the Nutmeg Mine "Scatman John" mini-site!

Hello scene!  My name is Caulky and along with colleagues in the democrew The Nutmeg Mine, I am best known for creating the legendary Atari ST intro Scatman John.  This was released in the demo competition at SillyVenture Summer Edition 2024, where it finished a commendable sixth place.  Notably, it is the first ever Atari ST intro to include a full pop song.  You can watch and download the work either here or here.

In recent years, we have noticed that it has become increasingly popular to create blogs or mini-sites attached to demo releases, where authors can provide exciting technical details and behind-the-scenes revelations.  Over the years, these have been growing in size and stature, and have now become so wildly popular that there are documented cases on record of lengthy mini-sites being created without the attached demo ever being released, or even created in the first place.  There are even rumours of a multiple new categories for the 2027 Meteoriks: "Most Ostentatious And/Or Verbose Write-Up" across "old-school", "lower mid-school", "mid-school (including but not limited to Fantasy Consoles)", "upper mid-school", "older new-school", "new-school", "the newest of new-school" and "future technology" platforms.

There was a real buzz about our release at the time, so here is our first ever mini-site!  We hope you enjoy the making-of our demo as much as you enjoyed the demo itself.

Here's "history" - learn how we "made" it!


1. Creating a brand (a): Choosing a nick

I had always wanted to create an Atari ST demo which featured a full pop song.  Following a significant change in my personal circumstances, in early 2024 I finally decided to take the plunge and face my destiny!  However, I had never even created a demo before, let alone one featuring a full pop song!  My head spun with the possibilities of where to start.

I quickly ascertained that the first step of creating a demo is to choose what is known as a nick.  A nick is a unique pseudonym that you adopt for your demoscene activities, and through which you release all subsequent work.  Nicks are very important in the demoscene, as they allow other sceners to identify you quickly.  This is especially helpful as it allows others to evaluate efficiently whether to be sycophantic, dismissive, straight-up unresponsive to you, or "pile in" on you in interactions on various demoscene forums.

Choosing a nick is a complex task.  This is because there are many words in the English language to choose from.  My first attempt involved taking an English dictionary and opening it with my eyes closed, before choosing a word at random via pointing to the page with my index finger.  Unfortunately however this method did not bear fruit, as the first ten words I chose were all conjunctions or prepositions.  Sadly, although conjunctions and prepositions do technically qualify as words, they are unsuitable for use as nicks and could even - worryingly - be confusing to other more established members of the demoscene.

My second strategy was more successful, and involved generating nick possibilities based around my real birth name, Jeff Caulk.  This approach allowed me to develop quickly a shortlist of strong possibilities, and then weigh up the pros and cons of each in a systematic and rigorous manner.

My shortlist is below, with brief notes on each potential nick:

-- "Jeff":  It is quite common to see "real" first names used as nicks.  This is particularly common amongst self-conscious latecomers to the demoscene.  Given my unequivocally middle aged status, I briefly considered doing the same.  Soon however, I began to ruminate over whether my name is simply too linguistically plain for use in this way.  I theorised that a linguistically plain nick could lead to my work being overlooked or forgotten.  Even more catastrophically, I appraised a risk of my being confused with a more established scener, potentially leading to significant misunderstandings, recriminations and/or accusations.  I quickly moved on.

-- "Caulker":  My next experiment was with minor variations of my real surname.  Through brainstorming with Scrabble tiles, I landed upon "Caulker" as a powerful potential candidate, featuring a linguistically rich and bold collection of back plosives climaxing in a delicate but forceful schwa vowel.  However, my sense of triumph was short lived, as I then remembered with visceral shock that "caulk" has an existing meaning in English (a waterproof filler and sealant, used in building work).  Because of this meaning, I identified a distinct possibility that "Caulker" as a nick would likely lead to me being erroneously contacted by members of the public seeking to commission minor domestic repairs.  The mental load of managing such innocent but ultimately irrelevant enquiries would, in turn, sap precious time from the core business of demomaking.  Therefore I swiftly eliminated this possibility from my shortlist, ensuring that I had crossed it out so firmly and decisively that no-one would ever be able to read it again.

-- "Chalk":  Again based on my surname, I briefly considered other nouns which are morphologically close to, yet distinct from, my given name.  For five blissful minutes, "Chalk" felt like it could be the answer to what was rapidly becoming a serious set of conundrums.  However, I quickly concluded that the risk of my forgetting my own nick was high if I deviated from the "caulk" root, and moved on.

After a painful fortnight, my final decision on a nick was Caulky!  A "slow grower", this name established itself as perfect: linguistically, it begins with the unadulterated pureness of my own given name, before elegantly shifting phonemically into a high-tongued and impactful vowel finale.  These unique phonetic features combined to deliver a catchy yet capricious nick, with an ethereal hint of "summer vibes" as an aftertaste.  Moreover and ideally fitting the famously apolitical theatre of the demoscene, there appeared no immediate controversies associated with the word.  This significantly reduced likelihood of subsequent upsetting or aggressive interactions in online forums.  Perfect.

There is, however, one point of learning from this experience, and therefore a single note of caution I must pass to any would-be sceners reading this mini-site instructionally: do ensure that you use a suitable search engine to check any associations around any potential nick prior to adopting it formally.  Sadly, after the demo was released I was made aware that "Caulky" is coincidentally also the title of an apparently racy piece of popular adult fiction, openly available for purchase via major online retailers.  I imagine that this matter may return to haunt me during future release cycles.

An unfortunate coincidence

2. Creating a brand (b): Forming a democrew

With my nick signed, sealed and delivered, it became time to progress to the next stage of my journey.  Arguably, this was even more crucial than the first to my hopes of success: I needed to create a democrew.  Forming an appropriately bonded and suitably named democrew is a key moment - where brand identity begins to take shape, courtesy of the fusion of core values and mission with external indicators of aesthetic.  

Across the rich history of the demoscene there have been literally tens of millions of democrews spanning hundreds of thousands of platforms.  Each of such groups has developed its own unique USP and mission.  As with the process of choosing a nick, there of course are a plethora of ways in which a poor choice in the present could result in catastrophic downstream issues.  For instance, most demo-competition results are principally driven by the names of the crews involved: so-called "namevoting".  And if you want to be nominated for a demoscene award, you may as well forget it - unless you just happen to be in the right crew, with the right name.  

The complexity does not end there.  Ideally, a crew must also have a memorable pixel-art logo.  Logos are regarded as so important in the demoscene that groups will typically transport a full range of logo-adorned merchandise to demoparties, potentially including t-shirts, windbreakers, mugs and key fobs.  Logos even have their own unique and quirky following away from demos themselves on specialist websites such as the Demoscene Logo Gallery.  There have even been cases of groups forming who consist of nothing but a logo, without even any actual members.   I provide some examples below to illustrate the aesthetic; thanks to my main man Stranger/HMD^DLG^RBG for supplying these examples of classic Atari democrew logos.

"The Lost Boys of London": Atari ST, 1987

"TEXT of The Union": Atari ST, 1983

"John Fashanu's External Meatus": Atari STe, 1994

"We Are Men": Atari ST, 2025

As many will identify with, I felt that I was already standing on the shoulders of giants before writing even a single line of code.  

However, I had an enormous barrier in front of me in terms of further progression: I had no friends, and therefore was in fact totally unable to form a democrew.  I couldn't believe that I had only just identified this problem.  My heart broke; it looked like "Caulky" was already dead in the water, "his" corpse already bloating in absence of a full pop song.

Yet as it turned out, even at such a moment of great despair, I should have retained my faith in serendipity herself.  What happened next was so magical it was almost like it had been crowbarred straight from a Hollywood blockbuster starring Tom Hanks and Meg Ryan.

One fateful morning, bleary-eyed through tears, I stepped into my local coffee house in pursuit of my usual Caramel Iced Latte (Large, with Almond Milk).  The sight before me was arresting.  Blinking through disbelief, I saw two men, of a similar age to me, established in the corner of the cafe.  In front of them I saw what I immediately recognised to be an 1989 TOS1.06 model Atari STe - in relatively good condition no less, albeit with slight superficial yellowing to its plastic and some evidence of several missing screws from its underbelly.  

My eyes soaked up what was before me.  From the lithe wrist movements of he to stage right, I immediately identified that one of these chaps just had to be in the process of actively using Degas Elite, right there in front of me, without pomp, circumstance, apology or shame.  Moreover, his liege to stage left sat wearing a pair of vintage over-ear headphones, and was nodding rhythmically at a tempo directly suggestive of John Lowe's Ultimate Darts by Ben Daglish (click here to listen to an online version, ripped by the legendary MUG (uk)(tm)).  I couldn't believe my eyes.  This was it.  It was my moment; I didn't need to create a democrew, so much as simply join one manifesting right before me.

Opportunity knocks but once, so how best to approach the objects of my desires?  I scampered to an opposite corner with my Caramel Iced Latte (Large, with Almond Milk), and quickly brainstormed strategic options:

(i) I could take a napkin and write the following upon it: "would you like to form an Atari democrew?  Please tick 'YES', 'NO' or 'MAYBE'", before asking a waitress to pass this note to them on my behalfI had used this technique over thirty years previous, whilst clumsily attempting to acquire a girlfriend at the age of 10.  However, as the process had limited effectiveness then, I swiftly moved on.

(ii) I could accidentally spill a drink onto their STe, and then in the process of providing a bumbling "fake" apology/promise of compensation, I could stealthily collect their names, addresses, telephone numbers, and other key contact details.  This tactic had the advantage of forcing these two would-be collaborators to reveal personal details about themselves directly to me.  In turn, this would allow me to play a "long game", deploying a range of surveillance techniques to build an intimate picture of their lives and movements, before finally confronting them with a proposal of a democrew when I was certain they would have no choice but to accept.  However, this approach had the disadvantage of taking months or even years to implement effectively, and I was unsure that my desire for an intro with a full pop song would wait that long.

(iii) I could approach them and, quite simply, get my cock out.  Exposing one's genitals in a public place has the advantage of being eye-catching, thereby creating a striking first impression.  The disadvantage of this tactic, of course, is its sheer illegality.  Given that the demoscene has long tried to separate itself from illegal activity of any type, I felt that this would not make a positive start to my demo career.  The risks were also significant: given that this was a "high stakes" situation, the probability of tumescence became greatly increased.

In the end, serendipity again stepped in to take matters gently into her own soft, reliable hands.  What I hadn't quite realised was that during my strategising, I had fixed my gaze resolutely on both men for a period of over ten minutes.  Perhaps unsurprisingly, this in fact motivated them to approach me.  The conversation was admittedly difficut at first, but within a few minutes I had learnt that the pair already had formed a demo crew called The Nutmeg Mine, with "gold-standard" nicks (Stiffler's Mom (graphics) and Marrowfat (sampling)) already formalised.  And to my utter shock, I learnt the real kicker: their crew had one simple  mission, and that was to create the first Atari intro which included a full pop song - just like me.

The stars had aligned; fission had occurred; the team was in place.  The electricity of possibility crackled in the air like static, and as predicted, I was already experiencing significant tumescence.  But what I didn't know was that the real challenges were only about to begin...

3. Choosing a platform

With an aligned team newly built, primed, hazed and ready to go, our first collective decision towered above us: for which Atari platform were we to develop an intro?  Whilst such a level of granular detail is of little-to-no interest to the broader demoscene, history has consistently demonstrated that this decision still requires careful thought.  Each potential platform has its own pitfalls - as well as its own committed Atari fanbase.

At our first "Caulky and the Nutmeg Mine Away Day", we identified two core hardware choices:

Atari 520 STMF

Choice A: Atari 520 STMF - Reflecting the classic preference of the Atari connoisseur, the 520 STMF has been target platform for some of the greatest demos ever seen on home computers.  Famously, back in the day this configuration was used by a swathe of Atari royalty figures, including Mad Max of TEXT, Manikin of The Lost Boys Of London, Birdy of Happy Packer, Ian Christ of Quango Inc., Speculum of Automation and the fiercely crew-independent and iconoclastic He Who Laughs Last, Laughs The Loudest.  It was also on the 520 STMF where famous effects such as scroll-texts, sprites and rasters were first invented and showcased.  We were keen to continue this legacy.  This was especially the case because sound on the 520 STMF is known to be (i) shit and (ii) hard to programme, thereby accruing us more "technical merit" brownie points from the rest of the scene.

In the end though, with much regret we had to rule out the 520 STMF as a target platform for our work.  This is because it is only equipped with 0.5mb of memory.  This amount is entirely unsuitable for storing and playing back a full pop song - even if using the Happy Packer twice over.

Atari 1040 STE with 4mb RAM and unlimited HDD storage

Choice B: Atari 1040 STE with 4mb RAM and unlimited HDD storage - The other choice that we considered at length was to "max up" to an Atari machine with almost unlimited capabilities.  Its configuration is so powerful that it was recently declared demoscene standard, whether you're like it or not.  The enormous capacity effectively enables a near infinity of full pop songs to be stored and played back in a single demo.

Quickly though, we concluded that it was not at all appropriate to use this platform either.  This is because demos that use a 4mb STE with HDD remain extremely controversial within the demoscene.  The controversy arises because it is possible to create an animation using commercial PC video editing software, and then simply play the outputted video back directly from the STE's hard-drive using its powerful hardwareSuch an approach ultimately requires no coding at all, and has now been used in several Atari "demos" including Bad AppleThe Coder's Guide To The Demoscene and, most shockingly of all, the NSFW SpaSTiba 2024WE (NB: readers should not click this link at work or school, as the downloaded binary unrepentantly displays graphic images of some bloke being noshed off by a cat).

Given the overwhelming issues described above, we were therefore left with no option but to somehow find a middle ground.  These constraints led to us adopting choice C: a 520 STMF boasting 8mb of RAM.  This platform is ideal because it allows us to showcase our significant coding skills by producing full pop song playback without the support of those STE hardware "cheats" described above.  Moreover, the generous 8mb of RAM enables us to efficiently store any full pop song without technical barriers.  The only disadvantage to this approach is that 520 STMFs with 8mb RAM do not actually exist.  However, careful configuration of the Hatari emulator can allow modern-day users to imagine just what this could have been like had 1980s Atari engineers been slightly more forward-looking.

4. Choosing a full pop song

Our target platform was finally nailed down, but we had no time to rest.  This is because we knew that the biggest decision of the entire project stood before us: the selection of the full pop song for inclusion in our intro.  

We recognised that a perfect song was required for our audience.  However, we also knew that this audience was not a unified one.  Despite its apparently apolitical stance, we understood the demoscene to be split into two rival, and highly polarised, counter-factions.  

At moments like this, science and logic must prevail over panic and fluster.  To ground ourselves in the facts, we adopted a behavioural science approach to develop "pen-profiles" of each faction:

-- Type A: The Moral Majoritarian - Individuals aligned with this personality type adopt online personas characterised by progressive attitudes towards demoscene diversity, alongside high levels of group sensitivity towards opposing views.  On detection of dissent, type As behave "as-one" in waves of swarm-like messageboard attacks, thereby disorienting, overwhelming and ultimately isolating their opponents.

-- Type B: The Lone Wolf Contrarian EdgelordUnlike the more common type A, type Bs operate alone and are exclusively male.  They will have flirted with at least two of the following ideologies: digital libertarianism, Men's Rights Activism, esoteric nationalist politics, and/or wildly unhinged conspiracy theorising.  The online modus operandi of the type B is shitposting, be it to defend real-life acts of discrimination, escalate "anti-woke" dog-whistles, or argue that night is day.

The objective that emerged was complex.  Somehow, we had to choose a full pop song which would not invoke adverse reactions from either personality type, instead cleanly sailing through the grey centre-ground of public opinion.  This would protect us from the worrying risk of unpleasant or, even worse, potentially upsetting internet arguments.

To achieve our objective, we undertook a speculative root cause analysis.  Here, we "war-gamed" type A and B responses to randomly-selected full pop songs via an iterative simulation technique.  By undertaking ~450 rounds of simulation, we isolated key factors which loaded to the highest probability of positive audience response, regardless of group constitution.

Figure 1: Cumulative output of war-gaming simulation

1) Songs with no hint of generative AI whatsoever (Cohen's d = 0.79, p<0.005)For safety, we therefore decided to exclude any song written since 2010 from our long list.

2) Songs containing no NSFW content (Cohen's d = 0.64, p<0.005).  Across every simulation, at least one collective of types A and B was viscerally offended by NSFW material in any given full pop song, albeit for entirely different ideological reasons.

3) Apolitical song themes (Cohen's d = 0.623, p<0.005).  Across all simulations, the exclusion of full pop songs expressing any political stance (even if unconsciously) maintained an attractive pretence of political neutrality for the audience.

4) Songs that fuse innovative musical genres (Cohen's d = 0.856, p<0.005)Most strikingly, all simulations demonstrated that maximum agreeability across both type A and type B personality types was achieved by full pop song stimuli that "crossed" (or "mashed-up") otherwise niche musical genres.

By now, the intellectual complexity of choosing the perfect full pop song for our intro was beginning to slip from our grasp.  There were now simply too many moving parts for the human brain to comprehend.  With much regret, we therefore took the potentially controversial decision to outsource the full pop song shortlisting to a generative AI model.  

We did not take this decision lightly.  Thankfully though, by pooling our collective expertise we engineered a series of replicable prompts, and merely a day later we were sat before a shortlist of four full pop songs.  This is summarised in the table below, alongside our hand appraisal of each candidate song against our behaviourally-derived criteria:

Song title

Artist(s)

Fused genres

NSFW?

Politics?

I Fuck Concrete

Whoreslammer

Death Metal /

Stadium Rock

X

 

Gonna Chef Your Dukes’ Faces Off

The Uzi MC 

ft. Snow Patrol

Drill /

Chart Indie

X

 

Tits!

Roy “Chubby” Brown ft. Idi Amin

Rockney /

Kadongo Kamu

X

X

Scatman’s World

Scatman John

90s Eurodance /

Bebop

 

 



This final stage of the process turned out to be
the game-changer.  Only one suitable candidate emergedScatman's World by Scatman John.  

For the uninitiated, the late Scatman John (b. 1944; d. 1999; birth name: John Paul Scatmanwas a normal middle-aged man who inexplicably became a pop megastar during the 1990s.  His stratospheric ascent to fame came through an unthinkably bizarre route: by performing his eponymous scatting (rhythmic, nonword-syllable-based percussive oral utterances) over bland, insipid and inoffensive Eurodance pop-beats.  

John Paul Scatman (b. 1944)

It is now unequivocally acknowledged by leading scholars and clerics alike that Scatman John's corpus of work represents the most diverse fusion of musical genres ever seen in human history.  Drawing on our behavioural modelling, we calculated that the probability of his songs' total agreeability to the broad spectrum of type A and B demosceners was indistinguishable from 1.000.  Furthermore his catchy and upbeat lyrics, with their heartfelt appeals for unity between all Peoples of the World, made his selection doubly appropriate.

The fit was so perfect that we could not believe that we had not thought of it in the first place.  With Scatman John now onboard both materially and in spirit, we could move to technical implementation.  And that was where the fun really began...

5. Sampling the full pop song

"As a SalesForce DevOp by day, I am passionate about authenticity.  I always bring my authentic self to work, and in my (admittedly limited) free time, I enjoy spending my six figure salary on only the most authentic of retro audio equipment.  My aim has always been to produce authentic sounds that authentically represent the golden era of the Atari ST."

-- Marrowfat/The Nutmeg Mine

From the very beginning of our project, Marrowfat expressed his passion for authenticity.  For him, sampling a full pop song provided an opportunity to cement a legacy amongst the greats of the Atari ST demoscene.  He made clear that his intention was to grab this opportunity with both hands, without compromise.

In early project meetings, Marrowfat insisted upon us adopting the infamous "three Geoffs doctrine" of audio recording authenticity.  This approach takes its name from Geoffs Barrow of Portishead (who famously pressed his own vinyl records to enable live "scratching" during recording sessions), Farina of Karate (who famously undertook a PhD in jazz guitar prior to forming an obscure post-rock band), and Beatles engineer Emerick of EMI (who, during the 1967 recording of the Revolver LP, famously launched John Lennon into space in order to achieve the "reedy" vocal sound heard on Tomorrow Never Knows).  Stiffler's Mom and I were at first intimidated by such commitment to the cause; we soon learnt to respect it, albeit begrudgingly.

Marrowfat began by identifying an appropriate source recording of Scatman's World.  To maintain optimum alignment to the sampling practices of early Atari demosceners, he opted for a 30 year-old VHS recording from late night MTV Europe, helpfully inherited some years earlier from an eccentric uncle.  For the VHS playback, Marrowfat purchased a Durabrand AD214BD VCR VHS Video Cassette Recorder Player w/ Remote (1985) at a cost of £491, which he expertly connected to his modern flatscreen plasma television via a modern gold plated RCA composite audio/video cable (£15).

The next step was to design a means of capturing sounds from the television.  To do so, Marrowfat purchased a Generic Beige 1980s Microphone w/ Button (£21), which he carefully positioned directly beneath its internal speakers.  Yet this was only half the battle won - to complete the recording task, he also acquired a JC Penney Four Speaker/Two Tape Boom Box (1986) at the cost of £701.  This device boasts twin audio cassette decks and, crucially, a "high speed dubbing" mode for efficient inter-deck transfer.  This rig allowed Marrowfat both to record audio directly from VHS to cassette, and then to attain authentic, 1990s-style analogue deprecation by undertaking ten iterative cycles of high speed dubbing using two cassettes (£4 each).  

The final recording boasts a rich tapestry of natural hisses and frequency losses, adding significantly to its analogue charm.  The schematic below illustrates Marrowfat's recording set-up for the capture.

Figure 1: Schematic of Marrowfat's analogue-to-analogue recording rig

At this point, Marrowfat now possessed an authentically terrible analogue-to-analogue physical recording of our target full pop song.  The second stage was to convert this to a digital format via sampling, so that it could be included in our intro.

To do this, Marrowfat first purchased the STOS Maestro Cartridge (1989) (£89), primarily attracted by its scarcity and therefore inflated price-point.  To save space on his De La Espada Orson Desk (£6112), a Banana Yellow Limited "Sports Edition" Sony Walkman (1984) (£1299) was then scooped following a particularly fractious online auction.  Marrowfat hooked this to the Maestro cartridge using another brand new gold plated phono lead (£34.99).  For the sampling itself, Marrowfat bought two Atari STMFs (a "first machine" and a back-up) specifically for the task, at a cost of £350 each.  Finally, immediately prior to sampling he acquired his fifteenth (or perhaps sixteenth) Atari Falcon 030 (£9000), just in case this became necessary.

Figure 2: Schematic of Marrowfat's analogue-to-digital sampling rig

Marrowfat's significant investment of expertise, time, and (mainly) money paid rich dividends.  The result was spectacular: a full unabridged pop song, captured in authentically dire quality and in a format ready for immediate inclusion into our demo.  The next step was to begin to plan some suitable visuals that could do Scatman and Marrowfat justice...

6. Developing the codebase


Just like that
, the spotlight turned to me, Caulky!  It was now my time to contribute to our intro - an intro I had only dreamt of for years - by hand-crafting code to power the full pop song playback.

My task was simple.  My code needed to (a) replay the full pop song sample (preferably using the YM2149 chip), whilst (b) simultaneously displaying one or more visual effect(s) for the audience to watch (preferably using the Shifter chip).  To fit the heritage aesthetic of the work I elected to implement a traditional 16 pixel-wide vertical scroll-text, complemented by a modern, "new school" colour flashing logo.  All effects would be delivered in buttery-smooth 50fps, and surrounded by Stiffler's Mom's pixel-perfect art.  

However, identifying the effects was but the easy part.  Much more tricky was the fact that I had never programmed so much as a central heating timer until now, let alone an Atari ST.  I needed expert advice - and fast.  At a time like this there is only one place to turn, and that is Atari Forum. 

At no other location on the internet is there such intense concentration of Atari ST programming and technical knowledge - a living, breathing encyclopaedia of all things Atari.  With some trepidation I registered an account, and made my first tentative post: a general enquiry about the best programming language through which to replay a full pop song.  As I refreshed my browser, within seconds terse and dispassionate replies began to appear.  By the five minute mark, I had been utterly overwhelmed by responses consisting of impenetrably dense jargon, including but not limited to:

(i)    XaAES
(ii)   ATW800/2
(iii)  NoSTalgia
(iv)   PiSCI
(v)    FreeMiNT
(vi)   CTR14 Gerber
(vii)  rmac
(viii) Cornolio 0.8
(ix)   Phase Scrolling Using The BLiTTER and Shifter Chips
(x)    Aranym
(xi)   ThorstenOtto
(xii)  Squid Proxy

In short, I had absolutely no fucking idea what was going on.  But things were to take an even worse turn: my entirely innocent follow-up post was misconstrued as besmirching EmuTos, leading to a permanent ban from the forum in under seven minutes!

I tried to regroup.  Luckily, I still could access the forum in an unofficial "read only" capacity, allowing just enough wiggle room to conduct a rapid scoping review of popular Atari ST programming languages.  I quickly ruled out 68000 assembly language (too difficult), Pure C (too difficult), GFA Basic (too cliquey), STOS Basic (too odd) and Omicron Basic (too niche).  However, an inadvertent tangent down a general MIDI forum wormhole drew my attention to one "FAST Basic".  This hitherto-unknown language immediately stood out, as I assumed it to be both fast (meaning that it uses little CPU, therefore is apposite for creating buttery-smooth 50fps demo effects) and basic (meaning that it is ideally suited to the level of a beginner such as I).  Perfect!

With my language selected, my attention turned to tech.  The primary function of the demo was to replay a full pop song, hence I surmised that sample playback had to form the core of the demo's code.  Thankfully, FAST Basic offers a simple command - foo = SamplePlay (freq,length,mempos) - which is designed exactly for this purpose.  Even more helpfully, the command returns true if the sample at mempos is software-detected as reflecting a full pop song.  This functionality is particularly helpful as it adds a level of anti-hacker assurance to the code; the intro cleanly exits to GEM if no full pop song is detected.

Within minutes, I had Marrowfat's sample blasting through my earphones like it was 1995!  However, I then hit an immediate problem.  The Atari STMF is equipped with five programmable interrupt timers ("A" through "E"), and SamplePlay commissions all of them in service of its sonic sorcery.  Whilst this multi-interrupt approach provides an exquisitely high level of audio fidelity, as a trade off over 98% of CPU is used by the command, regardless of sample frequency.  How on earth could a buttery-smooth 50fps 16 pixel-width vertical scrolling text be displayed in addition to this full pop song playback?

I should not have worried - demosceners of yore were ready to sweep heroically to my rescue.  Back in 1987, a coding technique was invented that revolutionised the Atari ST demoscene - the so-called "sync scrolling" method.  Named after the Swedish crew SYNC, this ingenious approach remained a closely guarded secret for decades.  In these more open and democratic times, it is now widely accepted that the sync scrolling "trick" is to reprogramme the IKBD keyboard processor to enable pixel-perfect adjustment of the video screen pointer.  This enables lightning-fast scrolling of the entire screen.  In fact, sync scrolling is so fast that it actually uses negative CPU, physically moving the electron beam upwards and thereby unlocking precious cycles for the hungry democoder to devour. 

Sync scrolling is a highly specialist technique which must therefore be treated with caution by newcomers.  Thankfully though, FAST Basic comes with its own sync scrolling module, which can be accessed through a simple and user-friendly command set.  There was just one final problem to solve: sync scrolling moves the entire visible 320x200 screen, whereas I needed to shift only a 16x180 pixel column of scrolling text.  The solution is well known to any seasoned demo coder: by simply redrawing the entire rest of the screen every frame, the seamless illusion that only the scroll-text is in motion is created.

With relative ease, I now had Marrowfat's sample replaying perfectly, accompanied by a buttery-smooth vertical scroll-text snaking up the screen in arcade quality 50fps.  The satisfaction was immense, and incredibly, my source code was still only five lines long!  The final piece of the jigsaw was to sprinkle some contemporary "freshness" into the work with a modern, colour-flashing logo effect.  Thankfully, with 20% CPU still remaining and a generous 8mb of RAM, I was able to integrate an "animation" of 16 sequentially-displayed logos, each drawn using a different colour, without negatively impacting upon frame rate.  Whilst pre-calculation of this kind is typically frowned upon in the demoscene, I considered it a defensible compromise given the ever-mounting technical complexity of the intro.  

My work was done.  In total, the codebase for this demo took only 16 minutes to create, with 12 of those minutes spent commenting the source.  I sat back, both satisfied and satiated, in front of an A+ intro that was suddenly approaching completion.  The only downside was that, for reasons I could not fully understand, the intro failed to run on STEs - never mind though!  What a journey so far - now, it was the turn of Stiffler's Mom to board the Scatman train!

7. Design and pixel art: polishing the intro

"As a SalesForce DevOp by day, I am passionate about three things: tools, workflow and design.  In my (admittedly limited) free time, I enjoy spending my six figure salary on craft ales from the 4 for £7.50 range at Tesco Extra, which I sip whilst applying my efficient tooling and optimised workflows to realise impactful design decisions."

-- Stiffler's Mom/The Nutmeg Mine

We were nearly at the finish line; the chequered flag was in sight.  Our intro now executed without crashing, and in doing so successfully delivered a full pop song.  The very final stage before release was now to polish relentlessly our intro's visual appearance, thereby bringing it to an optimum level of aesthetic excellence.  This so-called "design stage" is a relatively new part of the Atari demo development cycle; prior to 2012, work tended to include any old visual shit just to get something released as quickly as possible.  However, more modern releases have demonstrated that design now eclipses all other aspects of demomaking - it was therefore crucial that we did not fall at this final hurdle.

Enter our very own Stiffler's Mom, a veritable design connoisseur.  Stiffler's Mom's understanding of the importance of visual design elevated this project to a level that we had never considered possible, whilst his conscientious use of tooling and optimised workflows ensured maximum efficiency in delivery.

Stiffler's Mom began the design process by cracking open a Bishop's Finger (rich, chestnut-coloured strong Kentish ale; 5.2% ABV; Shepherd Neme, Faversham).  From his custom built director's-style folding chair, he issued forth the creative diktat like Kubrick that the background colour of the demo must be white.  This simple design choice immediately introduced a classy and modern aesthetic to the work, setting it apart visually from the 97% of other Atari demos which use the traditional black.  To achieve this look, Stiffler's Mom explained that we could simply set the first palette colour to white (RGB value $777 in hexadecimal, 1911 in decimal).  This workflow saved an incredible (320x200 =) 64000 unique mouse clicks, which otherwise would have been required to hand-colour the screen.

Next up, Stiffler's Mom popped the top of a Yewtree's Delight (glittered sour ale with fruity cereal flavours; 8.4% ABV; Gladys' Brewery, Upper Cumberland) and turned to the next task: selecting suitable reference images for the pixel-art.  We had all agreed in advance that the intro must show an image of Scatman John - anything else would have been disrespectful - but Stiffler's Mom went one further, by suggesting an original design based on two contrasting portraits.  Image #1 (see figure 1), a relaxed press shot, showcased John's laid back, playful and insouciant side.  Conversely, image #2 (see figure 2) was a candid close-up of the great man himself as if mid-scat.  This action shot was selected because Scatman John's surprised expression was felt to reflect his likely shock at the ongoing lack of unity between all Peoples of the World, even decades after his death.

Figure 1: "at play"


Figure 2: "at your service"

Breaking into a Gretzky's Shame (American IPA with smoky, meaty, oily and sickly notes; 12.1% ABV; BrewDog, Glasgow), Stiffler's Mom then set to work on the conversion process itself.  In previous decades, Atari pixel-art specialists had to replicate reference images entirely by hand using graph paper; nowadays, more modern workflows such as those used by Stiffler's Mom enable far more efficient practices.  Using MS Paint in the first instance to convert the portraits to 16 colour images suitable for display on the Atari ST, Stiffler's Mom then used GrafX2 to position the sub-images appropriately on a virtual 320x200 screen, before efficiently saving out the result as a .PI1 ready for direct inclusion in the demo.  At this point, we noted that image #2 had been rendered into an entirely different 16 colour palette to image #1; however, Stiffler's Mom assured us that the resultant "negative image effect" was in fact a deliberate design choice, implemented to communicate a subliminal message of "irrationality" to the audience.  This message sought to bring the audience's unconscious attention to the absurdist juxtaposition between the upbeat, hopeful lyrical themes of Scatman's World and the real-life lack of unity between all Peoples of the World.

Figure 3: "the final layout"

By now, Stiffler's Mom had imbibed three strong craft ales within just six-and-a-half minutes, and was rapidly becoming physically aggressive.  Therefore, we had to work fastEnding on an Hubbard's Ampallang (thick, custardy stout with a turkey and banana finish; 35.0% ABV; Prunehog, Peterborough), Stiffler's Mom attempted to focus on creating the 16-frame fading logo animation which would bring our work to completion.  To do so, he selected the default TOS font on "outline" mode in Neochrome Master, making use of this "heritage" tool in a playful pastiche of the modern, "new-school" nature of the flashing logo effect itself.  On completing the final frame, he promptly vomited into a nearby bucket and became comatose.

During the subsequent wait for the ambulance, Marrowfat and I watched the final demo again and again on repeat, mesmerised by our own work.  We could not believe that it was finally complete - almost an entire man-hour of work, and several thousands of pounds, had gone into our finished production.  Our collective breaths quickened at the prospect of showing our work in a demo competition.  But which competition to choose?  As will become evident, we could never in our wildest dreams have predicted some of the things that would happen next....