Rush #01: Interview: Insights from Vitebsk Group POWER

Two representatives of the Vitebsk group POWER, SAVAGE and BASARA, arrived at the FUNTOP festival, where they presented the demo "Crazy Love". Taking the opportunity, I interviewed both of them. Present were: KONEX, EA, and SISTER.

KVZ: Tell us about your creative activities.

SAV: Like everyone, I started with an ordinary Spectrum-48K. I even remember the date I bought it, it was August 25, 1992. For about a month, I couldn't connect it to anything. Then I hooked it up to a color TV "Vityaz", and there were troubles with color, everything was so blurry. But I spent the whole night typing programs from a book on BASIC. For about a year, I played all the games in a row, especially obsessed with "MYTH" and "ELITE". Then I gradually started learning BASIC, and my first work was a crack of a game written by some guy from Minsk. We hacked it and wrote new levels for it...

Then I became interested in assembler and started with "GENS-3". I experimented with it for a long time, and I really didn't like that when the computer crashed after my experiments, I had to reload everything again. Soon I learned about "Spectrum-128K", about the sound processor, and one of my friends bought himself a "Scorpion-256". I spent whole days at his place, literally never leaving "Sound Tracker", listening to those tunes, obsessed in the literal sense. And two years ago, I also bought a "Scorpion".

My first serious work was an advertisement for our studio, but it was never completed. After that, BASARA and I decided to write a demo called "MARS MEGADEMO", which never came out :-). It was 1996, and two parts were already ready, but after watching the demos from the ENLIGHT'96 festival, we realized that our demo was completely outdated, as it was at the level of around 1992.

After ENLIGHT'96, we sat down to create a new demo, which we called "ZEST". We coded it for almost a year, wanting to present it at ENLIGHT'97, but it didn't work out because there were problems with music and we simply didn't have time. In the end, we released it, and I think it turned out pretty well for a first try.

At FUNTOP'98 now, we made a demo called "Crazy Love". You saw for yourself. Everything was being finalized at the last moment at EA/ANTARES's apartment. I watched as two computers gradually broke down. EA was assembling the demo on one of them, while I was ruining my eyes on the other, but I barely finished it. Then we checked it with KONEX, took it to FUNTOP, and... we didn't place anything because, firstly, we were late for registration and submitted our works among the last. As a result, by the end of the DEMO-COMPO, people were quite tired, and some had already set their places long ago. We presented another tune and a picture. In general, it was a beta version. Tomorrow we'll go home, I'll sit down at the computer and finish it. The final version of "Crazy Love" will be released soon.

KVZ: What are your plans for the future?

SAV: I have many plans, a couple of grand ideas, but I can't handle them alone. All this time I was busy with the demo and simply had no time for other projects. For a long time, since 1996, I've been working on a logic game called "Balda", for those who don't know, you need to form words from letters on the field. The core of the game is almost ready, just need to write everything else.

I also have an idea to create something similar to "Dune", but of higher quality, not like what has already been done on Speccy before...

KVZ: Your impressions of FUNTOP'98.

SAV: The organization wasn't very successful, but everything was much cooler than at ENLIGHT. It's just that there wasn't as much fun. At ENLIGHT, there were a lot of people and it was chaotic, suffering from whatever it wanted, and therefore it was fun. But it's a double-edged sword, which ultimately ruined ENLIGHT. Here everything went fine, but there were few people. And those who were there, most were such reserved guys who just sat and did nothing... They just went out, smoked, went to the bathroom, and that's all... ;-)

KVZ: One wonders why they even came?

SISTER: Just to look...

KVZ: You can look at home.

SISTER: But PC users can't watch at home properly, without glitches... :-)))

SAV: But these are PC users, and this is Spectrum!

BASARA: And that's why it RULEZ!!!

SAV: I'm really into Speccy. It's already 16 years old! What a machine!!! All these PCs and Pentiums have long surpassed it, and it has been living on for 16 years. Sinclair deserves a monument during his lifetime for creating such a machine...

KVZ: Someone by the nickname BASARA wants to say a few words... ;-)

BAS: In general, I'm BASARA from POWER GROUP, and SAVAGE and I wrote two demos together. Since he has already talked a lot about himself, I won't elaborate too much.

KVZ: Are you also a coder?

BAS: Yes, I'm a coder, but since we currently don't have an artist in our group, I replace him. SAVAGE and I studied together, started working on Speccy together, learned to code together... Well, I'm 17 years old now, I'm still relatively young, and I think I can do a lot more on Spectrum...

KVZ: Is there no temptation to switch to PC or AMIGA?

BAS: I'm not into AMIGA at all, since I have a PC at home and I work in an emulator, and I don't want to give up Spectrum, and I can't at the moment... In short, Spectrum - rulez!!! I think SAVAGE said all the most important things, I don't have much to add.

KVZ: Thank you for the interview.

24.08.98

Contents of the publication: Rush #01

  • AMIGA NEWS
    Amiga Inc works on Amiga OS 3.5 with enhancements like CD drive and PowerPC support. Split development for M68K and PPC processors. Delayed release to late 1999 or early 2000.
  • AMIGA NEWS
    Description of the 'Fast JPEG 1.10' viewer for Amiga, focusing on its features, installation, and usage. It highlights advantages like fast processing without quality loss and provides user tips. Readers are encouraged to share their software experiences.
  • AMIGA NEWS
    Basic programming for classic Amiga, discussing challenges and sharing knowledge in Amiga coding. Overview of Amiga graphics capabilities and processor features. Introduction to Amiga assembly language specifics.
  • AMIGA NEWS
    Overview of events related to the Amiga platform from early to mid-1998. Highlights include new hardware, software releases, and notable company collaborations. Future updates and developments are scheduled for the next issue.
  • AMIGA NEWS
    Collection of cheats and secrets for classic Amiga games compiled by Postcard Man. Readers encouraged to share their findings on complex games. Selection of tips and level codes provided for various games.
  • AMIGA NEWS
    Discussion of Phase-5's graphics cards and Permedia 2 processor capabilities. Details on Permedia 2's 2D/3D acceleration and compatibility. Mention of GLINT Delta processors and comparison of prices and availability.
  • AMIGA NEWS
    Analysis of Amiga's survival in the 90s, highlighting community efforts and technological advancements. Discussion on hardware improvements and software development. Encouragement for further exploration and learning about the Amiga platform.
  • Spectrum Programming
    Explanation of a fast method for real-time 3D graphics on the ZX Spectrum. Introduces efficient rotation and deformation techniques for 3D objects. Emphasizes improvements over traditional methods with practical examples.
  • Spectrum Programming - Ticklish Jim
    Discussion of combining sound effects with music for Spectrum's AY chip. Examples from development of 'CSC: Deja Vu' and technical challenges faced. Contains practical guide and code examples.
  • Spectrum Programming
    Discussion on byte mirroring and background restoration in ZX Spectrum programming, with examples.
  • Spectrum Programming
    Comprehensive guide for system programmers with practical tips for creating efficient and user-friendly software, including coding techniques, device compatibility, and program testing strategies.
  • Spectrum Programming
    Advanced coding techniques and modern graphics methods for ZX Spectrum. Tips for optimizing graphical procedures and coding on assembly. Useful advice for programmers to improve performance and efficiency.
  • The End
    Reflections on the creation of the first issue of the magazine 'Rush', its goals, audience, and future development.
  • ZX-SOFT - Вячеслав Медноногов
    Development updates on Vyacheslav Mednoy's new game 'Black Raven II', including gameplay changes, new spell introductions, and performance improvements.
  • ZX-SOFT
    Overview of new features in the updated commander from REAL software for ZX Spectrum, including file management, autodetection, and media viewing. Improvements in text, font, and music handling. Questions addressed regarding future updates.
  • ZX-SOFT
    Debate on which demo deserved the top spot at Funtop'98: Forever by DR or Refresh by XTM. Discussions in the demoscene community highlight the clash between technical prowess and conceptual depth. Different opinions reflect on the evolution of demoscene preferences.
  • Authors
    Acknowledgment of contributors and partners in creating Rush magazine. Detailed roles of each author and collaboration insights. Recognition of technical support and media partnerships.
  • Virtual Specky
    Discussion on converting graphics from PC to Spectrum, featuring insights from various experts. Techniques for improving conversion quality and tools like Photoshop are detailed. Emphasis on post-conversion refinement in Spectrum graphics editors.
  • Virtual Speccy
    Discussion on the CBSpeccy emulator for ZX-Spectrum on Amiga, highlighting its features, community opinions, and technical performance. Criticisms and praises for its emulation capabilities, particularly compared to PC emulators. Examination of potential improvements and community debates around version updates.
  • Virtual Speccy
    FAQ on ZX-Spectrum emulation on PC, covering popular emulators and file formats. Instructions for using different emulators and managing file types like Hobeta and TR-DOS. Discussion on Russian ZX-oriented servers and resources for enthusiasts.
  • Introduction
    Introduction to the Rush magazine, emphasizing creativity, progressive scene, and the goal to create a superior information source. The magazine seeks to gather promising groups and offer a unique perspective. Focuses on content and atmosphere, welcoming creators to contribute.
  • Introduction - Grunge
    Introduction to Rush, a new scenemag for Speccy/Amiga enthusiasts, aims to provide quality content and news while encouraging reader feedback.
  • Interview - Konex
    Interview with ANTARES group after FUNTOP-98. Discussion on their demos, challenges, and future plans. Insight into the group's formation and dynamics.
  • Interview - Kvazar, DUX
    Interview with Alexander Seleznev (KVAZAR), discussing his history with computers, the state of the ZX Spectrum scene, and future plans.
  • Interview - Kvazar
    Interview with Vitebsk group POWER on demo 'Crazy Love', development experiences, and future projects.
  • Informatorium
    Exploration of a CD with emulators for various platforms, highlighting Spectrum. Details the content organization and diversity. Concludes with insights from the CD-ROM Project's Spectrum software collection.
  • Informacrium
    Compilation of interesting and useful Internet addresses related to Amiga resources, including magazines, hardware manufacturers, and software companies.
  • Informacrium - Viator
    Overview of existing and upcoming publications on the Amiga platform. Discussion of the availability and distribution challenges for Amiga literature. Appeal for collaboration with new publications.
  • About the Magazine
    Discussion on creating a multi-platform magazine focusing on Spectrum, Amiga, and PC. Emphasis on broader understanding of computer scene. Encourage professionalism and adaptation to changing technology.
  • Parallel Worlds
    Overview of the evolution of Windows OS and PC processors from 1981 to 2000. Development milestones of MS-DOS, Windows, Intel processors, and competition with AMD and Cyrix. Challenges in maintaining compatibility with new processor technologies.
  • Parallel Worlds
    Overview of Macintosh models and their relevance in design and graphics fields, covering prices and specifications from 1997-1998. Discussion includes the evolution of Apple's hardware, notably the PowerMac series, and compares new G3 processors with PC counterparts. It highlights the resurgence of Macintosh post-crisis and its ongoing influence in the market.
  • Development of the Spectrum - Slider
    The article discusses a new graphical extension for the ZX Spectrum that enhances color palettes without increasing resource demands. By using a modified flash signal, new colors are created without interfering with existing software compatibility. The article provides implementation details and addresses practical usage concerns.
  • Development of Spectrum
    Connecting a CDOS modem to the 'Compact-128' computer by addressing keyboard port conflicts. Description of hardware modifications to solve the issue. Solution includes automatic blocking using a transistor inverter.
  • Development of Spectrum - Ars
    Discussion on AZX-Monstrum 512K development, its hardware compatibility, processor options, and potential enhancements in graphics and OS.
  • Development of SPECTRUM
    Discussion of Clive Sinclair's new computer platform, the ZX2000, designed to outperform PCs with enhanced speed, affordability, and battery efficiency.
  • Development of Spectrum - Андрей Савичев
    Examination of the evolution and ongoing relevance of the Z80 processor, and its role in embedded systems. Comparison of Z80 with its successors, highlighting advantages like energy efficiency and command enhancements. Overview of integrated Z80-based CPUs and their peripherals.
  • Advertisement
    This article is an advertisement for Scorpion products including hardware for ZX Spectrum and Amiga software, along with pricing and ordering details.
  • Advertising
    Collection of advertisements for Amiga and ZX Spectrum hardware and software, with contact information for sellers and details about the new Amiga magazine subscription.
  • Advertisement
    Advertisement for X-TRADE's General Sound music board. Includes pricing, technical details, and purchase instructions. Features a FAQ section and compatibility info.
  • Meaning Without Meaning - Viator
    Philosophical reflections on existentialism, immortality, and human destiny. The narrative weaves through stories of ambition, the quest for eternal life, and a utopian downfall. A blend of introspection and speculative fiction.
  • Scene vs Professionals
    Exploration of the demoscene's creativity versus commercial game development. Discussion of potential for professional-quality programs by scene members. Call for collaboration with leading scene groups.
  • Scene Chronicle - Андрей Савичев
    Reflections on ZX Spectrum's enduring appeal, its community's resilience, and its potential resurgence in Russia.
  • Scene Chronology
    Overview of the Rush group's activities, including past projects, current endeavors, and future plans, with emphasis on software development and gaming.
  • Scene Chronicles
    The article discusses various ZX Spectrum scene news, including game releases, demoparties, and updates from developers and teams.
  • Chronicles of the Scene
    The article discusses the FUNTOP'98 international computer art festival held in Moscow, highlighting key events, notable attendees, and the various competitions held during the event.
  • Scene Chronia
    Discussion on Amiga scene development through collaboration, addressing user isolation and promoting network expansion.
  • Shell Management
    Статья описывает управление оболочкой для ZX Spectrum и Amiga, включая клавиши и функции для навигации. Упоминаются особенности работы на Amiga с PAL монитором и предоставляется контакт для поддержки. Также отмечено, что текстовые файлы имеют стандартную MS-DOS кодировку.