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with RaD Man

iCE: You are iCE's first non-member interview. Could you introduce yourself?

radman: I am RaD Man. I own you all.

iCE: What is your age, sex, and where are you located?

radman: You do realize that once I tell you, I have to kill you.

iCE: What do you do for a living?

radman: I amass the dead presidents working as a LAN analyst for an unnamed multi-national manufacturing and service providing conglomerate. I support our sites local network, servers, PBX and voicemail systems.

iCE: Did you ever imagine that you'd run the second-best art group behind iCE? :)

radman: From what I hear, iCE is a group of guys that love people to be behind them, yes.

iCE: Seriously, all of us who have been a part of the art scene for a long time have had some really crazy, really fun moments. What was the most interesting thing that happened when you got together with other ACiD members?

radman: I'll never forget the time when Shivan Bastard and I were driving along the coast of Mexico (a traditional tour spot when attending the Spring Break demo parties in Southern California) on our way back to the hotel one late night, or should I say early morning, when out of no where this bird with a wingspan extending further than the width of our windshield swooped down and nearly hit our windshield. No one admits to believing our tale which we reminisce often, us coming face to face with a teradactyl. I remember Murray's words right after it happened: "I'm glad you're driving because I would've swerved off the road" -- literally, as the road ran along a cliff overlooking the beach. Of course it's possible that the gargantuan prehistoric bird could have been a native condor, we know better. We're wise to the covert Jurassic Park experiments taking place south of the border.

iCE: Did you ever hear from Honus Wagner?

radman: Finding Honus is part of a larger campaign of ours to notify all ACiD members from the past and present of our 100th Acquisition Update and upcoming real life reunion in 2004. I've managed to locate all but one of the original ACiD members and both founders of <A.A.A>, so eventually Greg should turn up. A personal ad was recently published in the Winter 2002-2003 issue of 2600 Magazine (19:4) which links to the BBS Documentary missing persons page at http://www.bbsdocumentary.com/looking.html. I'm confident that eventually one of us will find the other.

iCE: Old timers will remember JED and his fantastic ansimations. Back in the day it was rumored that he only drew the static screens, and that you put in the time and effort to turn them into the animations that we all love. Is there any truth to this?

radman: Absolutely. Before joining ACiD, JED was already a talented still screen ANSI artist with a lot of enthusiasm and appreciation for ANSImation. I personally indoctrinated him on the fundamental and technical aspects of ANSImation. He absorbed that knowledge and went on to create several of the most ground breaking and greatest achieving ANSIs made to date.

My presence existed silently in even some of his more complex animations released later on in his career. I'd often help dissect, splice, resave, optimize or adjust the timing of an animation before it's inclusion in the Acquisition Update. My involvement wasn't limited to JED or animated ANSIs for that matter.

Each ANSI X3.64-1979 terminal emulator, be it a dial-up communications program, device driver, or ANSI art viewer interprets the way ANSI control sequences should be displayed in a slightly different manner. Even the slightest of differences can destroy the intended result of your animation completely. The general rule of thumb was to make your artwork compatible with the lowest common denominator of your viewing audience.

My signature in any ACiD ANSI was easy to spot, both visually while watching it display live on a BBS, or later while reviewing the codes in a plain text editor...

Early on we determined our lowest common denominator to be the user of the comm program because they had the least amount of real estate available on the screen. After all, ANSI was meant to be displayed while connected to a BBS, not from DOS in a specific text-mode.

With this in mind, we chose a conservative area of 79 columns wide by 23 lines tall as the framework of our animations. This was derived by taking for granted the following things: Our viewer was using an IBM-PC compatible computer running some flavor of DOS in a textmode of *atleast* 80x25 using a comm program. By default, virtually all comm programs took up the bottom row as a status bar (detailing connection speed, terminal mode, online/offline, etc) and some, such as TeleMate, also consumed the top row for use as a menu bar. This explains 80x23.

One more problem. If you were to compose a full screen animation at 80x23, as soon as you place a character on the 80th column of the 23rd line, a new line would begin, thus scrolling up the entire screen one row, cutting off the top line of the ANSI. Drawing on 80th column is just practice, be it ANSImation, scrolling ANSI, or even plain ASCII. Because each ANSI editor saves ANSIs utilizing the 80th column differently, the only semi-reliable saving method is one which uses exact cursor positioning (such as "Clear Screen" which use codes that look like "<esc>[#;#H".) The catch is that if you're drawing to specific points on the screen, you can't scroll. That would require relative cursor positioning which brings you right back to square one.

The 80th column problem affects ASCII art similarly. When saving an ASCII utilizing the 80th column, the ANSI editor makes the assumption that a wrap has taken place and does not insert a carriage-return and line-feed to the end of the line. This causes problems for both command line and windowed users. DOS users who attempt to view the ASCII later with an actual text processor (such as Q-Edit or MS-DOS Edit) will see no separation between the rows of text, resulting in multiple lines running in to each other, at times the entire picture compacting to a single line. Windows users who have windows wider than 80 columns will run in to a similar problem: If word-wrap is enabled in the window the text will generally not wrap until a space character is detected. The effect looks like someone took the ASCII and twisted it around the window screen several times over.

Now you know. 79x23.

Another signature example of my interference with an ANSImation is my method of "pausing" during an animation. Once we evolved from animating by hand, meaning manually changing each character one at a time in TheDraw, to what I call sprite and frame animation, most people would simply reload or recopy the same screen or sprite over itself for the pause effect. I felt this was messy and did not allow for precision timing.

Messy because it was distracting to watch the cursor dance around as it reloaded the screen. Imprecise because it often used a whole page of interpreted data versus a single repetitive sequence. I opted to borrow from TheDraw and manually make use of <esc>[s, the Save Cursor Position code because it was one of the shortest escape sequences which were invisible to the viewer. The smaller the repetitive sequence, the easier it was to fine-tune the timing rather than have to under- or over-compensate by redrawing the entire picture. Another added advantage of using <esc>[s for large animations was it achieved a better compression ratio when archiving.

iCE: Speaking of ansimations, which iCE staff parody ansimation from Sonic did you most enjoy?

radman: Heh. "Me Force Ten! You Lamer dude!"

There are so many classics to choose from, but I definitely have to hand it to SC-RICK2.ANS featured in ACDU0393.ZIP, where Force Ten is an escaped mental patient. When it comes to ANSImation, this one has it all: stylized characters, smooth animation over a USR Dual Standard 33.6 modem, cutting edge screen fades (a new effect which he pioneered), left-to-right panning and a humorous story line.

Like they say, it's funny because it's true.

iCE: Did you ever expect to still be in this when you were married and had kids?


radman: I'm married now?! Is the interview taking that long?

iCE: I understand you are big into running now! What else do you do for fun?

radman: I really enjoy studying the history of the beginnings of various code systems starting with Morse and Baudot which later paved the way for ASCII and other extended code sets. I've been researching the origins of the earliest text based character artwork to be transferred via a computer or network such as Baudot art via RTTY teletype and EBCDIC art created on IBM mainframes.

As for my health and fitness addiction; I took to running about three years ago and have been focusing on improving my 10km and 12km times. Currently they stand at 41:33 and 51:56, ideally I'd like to shave 90 seconds off my 10km and work from there. To step things up a notch I also got back in to weight lifting and then took up the practice of Ving Tsun (Wing Chun) Kung Fu, also known paradoxically as "Gangsters Fist" or "Gentlemen's Style" for it's effectiveness and simplicity. As if that wasn't enough to keep me busy I recently picked up a Specialized Allez Elite road bike. Once I'm comfortable with swimming 1.5km without pausing I can consider entering a triathlon.

Computers and Iron Man competitions aside, I like to dust off my complete Dreamcast collection every so often, take photographs, experiment in the kitchen, and play cards with my family. My son repeatedly beats my brother at Uno.

iCE: What do you think of how the digital art scene is now?


radman: The art scene today is thriving and I think it's awesome. It's so large, so wide-ranging that it's really becoming much harder to pin down and really define what the digital art scene even means any more.

iCE: ...Is it anything like you expected?

radman: Is it how I expected? Believe it or not, yes, it's very much how I envisioned (and hoped) it would be. The scene really has transformed in to a much more progressive, yet mellow version of it's former self.

A lot of the changes are owed to technological advancements which have taken hold in the realm of computing. Graphics are much higher in resolution, detail and file size. A two dimensional artist truly is limited to their own imagination. We're finally in an age where we actually have an advantage over someone without access to digital tools. We're no longer bound to limited 16 and 256 color palettes. No need to be concerned if the viewer has a VESA compliant video card or enough video memory to display a (now meager) 640x480 image. The hirez scene has arrived and is here to stay.

The hirez movement was anticipated, but what I perceive to be the most dramatic change to the scene is how we communicate. In the early days, communications were absolutely paramount to running an art group, it could literally make or break you. If you wanted to run it successfully you had to either be rich or, how should I say, phreaking ingenuitive. :)

Today it's totally a non-issue, anyone can contact anyone else any number of ways utilizing the internet. Even if you prefer the intimacy of a voice call, there are a number of cell phone subscription plans that allow for that. The playing field has been leveled out such that it gives anyone the opportunity to run a group without needing to have deep pockets or break the law. All that's necessary is time, energy and dedication -- the three basic ingredients that never change.

iCE: What do you like and dislike about the digital art scene?

radman: Ignorance, and the perceptions of the ignorant. When I say that I truly don't mean it in a disparaging manner.

I tribute a good deal of ACiD's success to my patience when dealing with someone who might not understand me, a component of The ACiD Family, or a facet of the scene we are involved in. I feel a certain responsibility as a spokesperson for all of the above and do my best to educate and promote the scene to everyone. Rising above the trolling and the flame wars and engaging in meaningful dialogue is just one more way to make our scene better.

 

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