Vivian Voss

f07 by Conspiracy

demoscene creative coding 64k xbox 360

There is a list on Pouët that ranks every production the scene has ever registered, four decades of it, tens of thousands of entries. Somewhere around the middle of the top two hundred sits a demo made in a fortnight to advertise a party in Budapest that happened nineteen years ago.

The party is long over. The demo is still there, at number 128, with 81 per cent approval across 246 votes. This is how f07 got made.

The People Who Could Fit a World in 64 Kilobytes

Conspiracy formed in Hungary in 2002, and by 2007 they had a reputation for one particular kind of impossible thing: the 64 kilobyte intro. Everything you see and everything you hear, generated at runtime, inside 65,536 bytes. No stored textures. No recorded music. A number smaller than a single photograph on your phone, holding an entire world.

What has to fit inside 65,536 bytes One phone photograph ~4,000 KB One 1024×1024 texture, raw ~3,000 KB One minute of MP3 audio ~1,400 KB A whole 64k intro 64 KB Textures, models, music and code together, in less than a fiftieth of one photograph. Nothing is stored. Everything is generated at runtime, because there is nowhere to put it.

They were exceptionally good at it. Chaos Theory, released on 6 August 2006, took second place at Assembly behind Fairlight's dead ringer, and went on to a nomination for the Prix Ars Electronica the following year, in the company of work from film and animation studios. Gargaj wrote its soundtrack. The group describe it as the heaviest and most aggressive intro they ever did, which anyone who has watched it will recognise as an understatement.

So f07 was a departure. A demo, this time, with no size limit at all, from four people whose craft had been built entirely around not having room: Gargaj and BoyC on code, zoom on graphics, xeno_cns on the soundtrack.

Fourteen Days

The making of it is documented in the open, in the Pouët thread underneath the production, written by the people who were there.

They had decided after their previous release to retire their old engine, addict2. The successor was taking longer than planned, which meant that as the Assembly deadline came into view they had no tools to build with. Most groups would have skipped the year.

Instead they wrote a new engine from scratch. Gargaj dates the start to the nineteenth, from his own SMS log, and the whole production came together in a fortnight, most of it on PC.

A fortnight, and what came after 19 Jul engine from zero 5 Aug released, Assembly 5th place 21–23 Sep Function 2007, Budapest 2026 128th all time engine, tooling, scenes, direction The party it was written for lasted three days. The invitation has been playing for nineteen years. Start date from the coder's own SMS log, quoted in the Pouët thread under the production.

That is the part worth pausing on. A fortnight is not a schedule, it is a sprint: engine, tooling, scene design, direction, all of it, while the party clock runs down. And rather than paper over the gap with everything they had lying around, they made a deliberate choice about where the picture would come from. Instead of a lighting model, the whole demo is lit through environment maps, prepared images wrapped around surfaces so that metal reads as metal and glass reads as glass. It is an old technique and a fast one, and in the hands of people who had spent years making 64 kilobytes look expensive, it holds up: the surfaces have weight, the picture has mood, and the audience is looking at the composition rather than counting light sources.

Gargaj called it the least advanced engine they ever had. Coming from a group whose previous release was nominated in Linz, that reads less as an apology than as a very Hungarian way of not boasting.

The Console That Opened Its Door

The other half of f07 tends to get forgotten, and it is the half that was genuinely new.

It came out on the Xbox 360 first. The Windows build followed, which is why Pouët lists both platforms, and why a commenter at the time remarked with some surprise that here was a console demo ported to PC rather than the other way round.

Microsoft had released XNA Game Studio Express in August 2006: free, in C#, aimed at students and hobbyists and small independent developers. For a few years it put managed code on a retail games console for people who had no publishing deal and no development kit, and for a brief period it made the 360 the most open closed platform in the industry.

The demoscene walked in. An art form that had spent two decades on machines their manufacturers had stopped defending now had a current-generation console with a front door, and Conspiracy used it to invite people to Budapest.

The Hardest Brief on the Compo Reel

An invitation demo is an advertisement. Its entire job is to make you travel to a party, and everybody in the audience knows that while they watch it.

That is a far harder brief than it sounds. Nobody owes an advert their attention, least of all a scene audience that has come to see art, and the invitation has to run in the same compo as productions carrying no message at all, in front of the same room, with no allowance made for the fact that it also has a job to do. It cannot lean on patience it has not earned. It has to work from the first bar.

Function 2007 ran in Budapest from 21 to 23 September, and f07 is what filled the hall. The scene has been sending these letters to itself for forty years, and the good ones outlive the parties they were written for. This is one of the good ones.

What the Room Saw

Assembly 2007 was a formidable year.

Assembly 2007, combined demo competition # PRODUCTION GROUP 1 LifeForce Andromeda Software Development 2 STS-06: Microdots Synesthetics 3 media error CNCD & Fairlight 4 evoid 5 f07 Conspiracy Fourteen days of work, shown out of sync with its own soundtrack, fifth in this company.

LifeForce by Andromeda Software Development won it, with Synesthetics, Fairlight and CNCD in the places behind. f07 came fifth in that company, which is a strong finish in one of the strongest fields the demo competition has ever had.

It got there the hard way, too. When the demo started on the big screen it was running out of sync with its own soundtrack, so the room saw a version where the cuts landed in the wrong places, and it still took fifth. What the audience was responding to was underneath the timing: the direction, the pacing, the confidence to hold a shot, the way xeno_cns's soundtrack and zoom's imagery agree on what kind of thing this is.

Those instincts came from years of squeezing worlds into 64 kilobytes, and they transferred intact to a project where the constraint had moved from bytes to days. That is the quiet argument f07 makes, and it has been making it since 2007: the thing people remember was never the engine.

Nineteen years on, the party is a memory and the invitation is still playing.