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When was 256k a standard bracket? Can't remember. There might have been some odd exceptions, but it's always been 4k, 64k and (big) demo (indeed often limited to a few MB, dunno if that rule is still effective).

Those categories you would have at every party. Usually times categories for PC/Amiga/C64. The 256k or 256b or the 96k game categories were usually one-offs or specific to a party.

Now it's been about 15 years since I was active in the demoscene, so maybe 256k demos have become a thing in the mean time. But I would think that's silly because going from 64k to 256k doesn't really give you a new world of possibilities, it's just a bit bigger than 64k.

There are 64k's that show eye candy which can compete with the big demos, yes it's hard but not a lot of big demos are doing things you couldn't do in 64k. Why put 256k in between that? It sounds like a category for people that started out writing a 64k and then ran out of space.

I'm really curious, name me one thing you can do in a 256k that you simply cannot do in a 64k? (for the other categories these have easy answers)



It's a long time ago but I'm sure I remember 256k brackets being a thing. Maybe not as big as 64k intros but still.

And you're right, there's nothing really that you could do in 256k but not 64k, it's just much easier to fit your assets and code into the limit so you can spend more time on the demo itself and less time on space optimisation, so it's more casual-friendly.




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