Sorry, I don't have braudband internet ( :( ), but thanks for the link. I'll be sure to check it out when I get it one day. I must be the only person in a developed country without a connection faster tha 4kb/s.

I gave up demo coding a couple of years ago when chip architecture became overwealmingly complex and therefor very hard to optimise in ASM. Any given C compiler will outstrip all but the brainiest ASM guru nowadays. Around this time OpenGL and DirectX started becoming popular too. Most of the fun for me was interfacing with the hardware directly and writing my own graphics libraries, not using somebody elses. When hardware accelerated libraries arrived I felt that I could never really write another demo for current computers since the graphics hardware imposed constraints on how you could render objects. eg, you couldn't implement Phong materials, a raytraced shader or advanced shadow effects like the ones you see in that demo no matter how much you wanted to. If the extension didn't exist, then it couldn't be done. Technical creativity became highly limited unless you were up for coding completely unaccelerated graphics libraries which would have then been moving backwards IMO. New technologies like programmable pixel shaders are changing all this, so I'm starting to get interested again.

I flirted with the idea of reverting back to ZX81 assembly language (ZX Spectrum 48 etc.) and then coding stuff for that, but I didn't have the time or patience.. God I hated waiting 15 minutes for tapes to load. You know some brainy guy actually pulled off Wolfenstein 3D on that processor.. that's 48kb of MEMORY, not storage space! In terms of storage space minimalism I've seen a 128 byte fire demo!!! MS reckon you need a gig of ram to run the new Windows at a decent pace. Go figure