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Technical capabilities of older demos and cracktros were limited by graphic and sound chips and available memory... but due to the ersatz programming demoscene authors invented, often to nowhere near the same degree as actual games software on those systems.
Demos are often categorized into different groups based on their size and platform. The most common platforms of demos are PC (meaning MS-DOS until around 1999 and mostly Windows thereafter), [[Amiga]], [[
PC and Amiga demos are usually divided by size. There are demos which have very loose size restrictions and where the demo is only limited by creator's imagination, then there are demos restricted by size. Size-restricted demos are usually called intros. The most common categories for size-restricted demos are 64 kilobytes and 4 kilobytes, although there are even smaller quality demos and competitions like 1-kilobyte, 256-byte and even demos which take 32 bytes and less space. Smaller demos usually rely heavily on procedural generation where assets such as 3D objects and textures are generated using simple algorithms.
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=== Demoscene productions aim for and include the following tropes: ===
* [[Bigger
* [[Chiptune]]: A staple of the music, even when more natural sound is an option.
* [[Disney Acid Sequence]]: Too many demos to count.
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* [[Serial Escalation]]: The natural result of the demoscene's competitive nature, and its penchant for restricted platforms. A 3D scene with 5000 polygons in 1993? The next demo to come along will have 50000. A realistic universe in 64K? Expect to see the same thing in 4K shortly. Written a landmark PC or Amiga demo? Just wait, and someone will remake it scene-by-scene to the C64.
* [[Scenery Porn]]: Background effects made in older platforms are often very impressive.
* [[Shout
* [[Sinister Geometry]]
* [[Take That]]: Demo creators are usually direct about it: sending greetings to people, companies and other things they like, and "fuckings" to the ones they don't.
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