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the products that made me rich and famous.
demography.

customers interested in the following products were also interested in these products.

.werkkzeug1
.theprodukkt/farbrausch. 2004. farbrausch is killing the demo.scene.
.werkkzeug1

we have released our tool werkkzeug1. finally coders have become obsolete for good. the scene is dead.

.kkrieger beta
.theprodukkt 2004. final, anyone?
.kkrieger beta

months after releasing the crappy beta a final is still out of sight. well, that's what happens if people are torn into things like 'job' and 'life'. don't start.

the.popular.demo
farbrausch. 2003. pop will save the world.
fr-025: the.popular.demo

i expected a lot of bashing for 025 because of the popular theme. but while releasing this at breakpoint 2003 my fears where swept away by the reactions of the audience. except for fr-08 at the party 2000 i have never felt anything like this. thank you to everyone who was there. i will never forget it.

rausch-o-mat
farbrausch. 2002. the worst fr-minus release ever.
fr-minus-03.2: rausch-o-mat

sucking on purpose is harder than you think and this proves it. at least it came last in the competition.

afri demo
vcc entertainment. 2002. DMo$c€n€ $€llout!
afri demo

making demos for money? it .is. the f.ing best job in the world!

poemtoahorse.
farbrausch. 2002. if it's not abstract it's not a demo, huh?
fr-019: poemtoahorse.

you need abstract, transparent, envimapped objects rotating in the middle of the screen, synching and text.layers to recognize a demo? k. so be it.

farb-o-mat
farbrausch. 2001. a minus minus.
fr-minus-03: farb-o-mat

ugly is the new beautiful.

.the product
farbrausch. 2000. the product will make you happy.
fr-08: .the product

the competition at the party 2000 must have been the most exciting moment in my life. the reactions by the audience were simply .overwhelming.
thank you, everybody. i will never forget that moment.

kasparov
elitegroup. 1999. we are very good.
kasparov

the best thing ever created by the united states of america of elitegroup. but beware: 'adding another pipeline with cylindrical mapping is not "detail"'.

pawlov
elitegroup. 1999. elitegroup does not care for second places.
pawlov

playstation. stripes.
pawlov and kasparov originally were meant to be part of a trilogy, with a 64k called 'baryshnikov' being the third part. it was planned to be about dancing robots and i believe it would have rocked. but it never came to be.

perfect drug
elitegroup. 1999. the best demo of all times.
perfect drug

simply the best demo ever created by man. all times. all platforms.
period.

rn
elitegroup. 1999. elitegroup world domination.
rn

the infamous rn series.

megademo iv 2
artwork. 1998. .
megademo iv 2

amiga.dos.win.linux. .

megademo iv
artwork. 1997. a different kind of same.
megademo iv

amiga.

alto knallo
free electric band. 1996. the worst winner.demo at the party ever?
alto knallo

dos. this is by far the worst received prod i ever was involved in. but i think it didn't deserve those reactions. it was a nice little demo with great music and some really cool code. if this had come third people might look at it quite differently. but people judged it by being the tp winner.demo, for which it just wasn't enough.

exit planet dust
artwork. 1997. object rotating in middle of screen. episode 1336.
exit planet dust

amiga.

phi
bizarre arts. 1996. phi - the remix.
fresh

amiga. after releasing phi at south sealand party azure, me and some other sceners rented a house in denmark (an early version of what later became the elite.haus, if you will) and stayed there to work on new productions until the summer party, which was held two weeks after south sealand. we took the code from phi and made some kind of remix. this is the result.

phi
artwork. 1996. 64k revolution - attempt one.
phi

amiga. next to megademo iv 2 this is the best i did at artwork. i was quite proud of this (and still am) as i thought it was a real progress to other intros of that time. but back then i never would have expected that some years later 64k would become even more important to me.

television
bizarre arts. 1996. not orange.
television

amiga. making this demo was a lot of fun and i also liked the result. we planned a sequel to television but it was never finished. actually (as far as i remember) television 2 is the only demo i started working on without ever finishing it. shame on me.

creep
artwork, polka b. 1996. .
creep

amiga.

efrafa
artwork. 1996.
efrafa

amiga.

the gate
artwork. 1996. .
the gate

amiga. the competition at symposium 96 was the first time i was overwhelmed by an audience' reaction. during the whole demo nobody made even the slightest sound and when the endscroller began a storm was breaking lose. it gave me goose skin.

greenday
artwork. 1995. the birth of artwork.
greenday

amiga. .

zimbabwe
bizarre arts. 1995? bam. bam. bam. bam.
zimbabwe

amiga. this demo showed me the power of synching. without zimbabwe there might have not been a kasparov. and i think this was the first production i worked with azure.

honeycomb
trsi. 1994. hello world.
honeycomb

amiga. honeycomb was my first slideshow and also my first major release. from todays point of view pixeling feels like a waste of time to me. on the other hand i learned a lot (especially about colors) those days. i just wish i would have been more into drawing instead of just copying other peoples work.


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