ahhh, fasttracker. my best friend made albums and albums of "dope industrial" with that in the 90s... I had the cassette tapes in my car. I watched him on it a lot. He was the only one of us who didn't play guitar or bass or keyboards (he was a drummer). I'd say that was a very sophisticated piece of software, small on size though it was, not comparable to a demoscene demo in any way. But iirc the keyboard shortcuts were as complicated as vim.
A nice, somewhat nostalgic read. I had X-Copy and D-Copy both, although I'm more familiar with the later X-Copy editions that were quite purple [0] [1]. It was also my first contact with the concept of disk defrag.
I first thought "Elite Sinus Producer" and "The Sinus Creator" were trackers specifically designed for creating nasal-sounding music; but of course the explanation for why the term "sinus" came to be used instead of "sine" is likely because many demosceners were from a native European background, and their language retained the Latin origin word instead of deprecating its usage in favour of "sine", as happened in English.
My favourite one was on a C64 disk mag called "Input". It looked roughly like this:
menu entry 1
<-> * menu entry 2
menu entry 3
-----------------------------
with
<-> a little space ship
* a projectile
----- the ground
You had to move the spaceship up and down and then fire at the menu entries to select them.
Since the menu entries had gaps between them you could miss. You likely missed by accident even, because control on home-computers was not what we are used to today.
When you missed the projectile was reflected from the opposite wall and if you didn't dodge, it hit your own ship.
The little ship crashed to the ground and a tiny, just a couple of pixels, figure appeared complaining and dragging his broken ship off the screen.
I mostly just wrote mine by hand unless I needed something complex. E.g. just halving the y delta until 1, then doubling the x delta for however long, then the reverse.
As should be clear from the screenshots, in the 80's and 90's we were entirely unable to perform without gradients everywhere. Even my school notebooks where full of pencil- and pen-drawn logos full of gradients. At least one submitted essay had a heavily gradient-laden front page.
More seriously, most of the scene were teenage boys who were playing, not doing serious work. While some of the tools were mostly productivity focused (e.g. the assemblers, trackers), perceived cool-factor outweighed productivity for a huge proportion of them.
For the trackers in particular, while there were still the embossed metallic look and sometimes gradients, the dense UI is largely a factor of small screens (often down to 14" monitors) and very low resolutions giving you very little to play with. And the thing is, while it's messy, everything is there on one screen, and almost every tracker followed almost exactly the same principles and layout, so you learnt quickly enough.
Yes but going really far down that path has given us sterilized UIs that have no character and no personality. Every website and app looks more or less the same. I, for one, enjoy a thriving baroque culture of weird interfaces with different levels of usability. Given the nature of the people who write these (usually for themselves or their teams), I'm sure usability was important and good atleast for their own audiences.
[0] https://jope.fi/xcopy/releases.html
[1] https://jope.fi/xcopy/img/xcopy/xcopyapr93en.png
My favourite one was on a C64 disk mag called "Input". It looked roughly like this:
with You had to move the spaceship up and down and then fire at the menu entries to select them.Since the menu entries had gaps between them you could miss. You likely missed by accident even, because control on home-computers was not what we are used to today.
When you missed the projectile was reflected from the opposite wall and if you didn't dodge, it hit your own ship.
The little ship crashed to the ground and a tiny, just a couple of pixels, figure appeared complaining and dragging his broken ship off the screen.
I had no idea there were tools for pre-calc lookup tables back then! Instead I just generated my own from code as I assumed everyone else was :D
Using pre-calc sine tables freed up so many clock cycles.
Big shout to all the sceners on here! I really do miss coding 68k asm sigh :)
More seriously, most of the scene were teenage boys who were playing, not doing serious work. While some of the tools were mostly productivity focused (e.g. the assemblers, trackers), perceived cool-factor outweighed productivity for a huge proportion of them.
For the trackers in particular, while there were still the embossed metallic look and sometimes gradients, the dense UI is largely a factor of small screens (often down to 14" monitors) and very low resolutions giving you very little to play with. And the thing is, while it's messy, everything is there on one screen, and almost every tracker followed almost exactly the same principles and layout, so you learnt quickly enough.