Triton (demogroup)

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Triton (TRN) was a demogroup[1] active in the PC demoscene from 1992 to about 1996.

History[edit]

Triton's first demo, Crystal Dream, was released in the summer of 1992 and won the PC demo competition at the Hackerence V demo party. Their second and last demo, Crystal Dream 2, was released June 1993[2] and won the demo competition at The Computer Crossroads 1993 party in Gothenburg. In 1993 they released a multi-channel MOD composer called Fast Tracker, followed by the XM module composer Fast Tracker 2 in 1994.[3]

Triton created a commercial demo for Gravis Ultrasound cards.[4]

Most of their work was done using a combination of x86 assembler and Pascal using either Turbo Pascal or Borland Pascal 7 compilers.

Triton began developing on a fighting game named Into the Shadows. A game demo showing a character was released in 1995, but the development was stopped thereafter. In 1998, some of Triton's members founded the computer game development company Starbreeze Studios,[5][6] that merged with O3 Games in 2001.

Members[edit]

  • Team founders (1992):
    • Vogue (Magnus Högdahl) - code, music
    • Mr. H (Fredrik Huss) - code
    • Loot (Anders Aldengård) - graphics, raytracing
  • Members hired in 1993:
    • Lizardking (Gustaf Grefberg) - music
    • Joachim (Joachim Barrum) - graphics
    • Alt (Mikko Tähtinen) - graphics

Releases[edit]

  • Crystal Dream (1992, demo, 1st at Hackerence 92)
  • Crystal Dream 2 (1993, demo, 1st at The Computer Crossroads 93)
  • FastTracker 2 (1995, tracker)

References[edit]

  1. ^ "'Demos' Make their Mark on the Net". 109 (4). Billboard. 1997-01-25: 94. ISSN 0006-2510. {{cite journal}}: Cite journal requires |journal= (help)
  2. ^ Melik, David (2012-06-08). The Demoscene (PDF) (Senior Colloquium). CWU.
  3. ^ Sandström, Göran (2013). "Chiptunes and the Early Days of Tracker Sequencers". Procedural Sequencing: A New Form of Procedural Music Creation (Thesis). Kristianstad University. p. 9. urn:urn:nbn:se:hkr:diva-10699:{{{2}}}. Retrieved 2021-06-05.
  4. ^ Reunanen, Markku (2010). Computer Demos - What Makes Them Tick? (Thesis). Aalto University. p. 41. urn:URN:NBN:fi:aalto-201206142600:{{{2}}}.
  5. ^ Goldberg, Daniel; Larsson, Linus (2015). Minecraft, Second Edition: The Unlikely Tale of Markus 'Notch' Persson and the Game that Changed Everything. Seven Stories Press. ISBN 978-1-60980-686-6.
  6. ^ Gestalt (1999-11-11). "An interview with Starbreeze, the Swedish company behind fantasy role playing game Sorcery". Eurogamer. Archived from the original on 2021-01-21.

External links[edit]