Interview with RaD Man

By Jashiin (August 2004)

Introduction

ACiD was the legend of the 1990s, the biggest and the most powerful artgroup which pretty much defined scene standards in textmode and high resolution art with both their artpacks and their side projects (including, but not limited to, the most popular textmode editor ever, ACiDDraw, and the highly acclaimed ACiD View for Windows). Random lamers would now argue that their influence doesn't really exist in the scene anymore, since the textmode artscene is virtually non-existent while all the hirez artists drifted towards commercial jobs... The point is; if you've never seen ACiD's artpacks -- if names like Somms, Lord Jazz, Necromancer or Catbones don't sound familiar to you then you don't have the slightest idea what the scene, or scene-spirit, or whatever those oldschool people all around those half-dead artscene channels are always talking about -- you don't have the slightest idea about what it is.

So it must be pretty clear that there's no point in an introduction of any sort to an interview with Christian "RaD Man" Wirth; one of ACiD's founding members who became the single most famous icon in the artscene, synonymous with the word itself. As the official leader of the group, he guided it through fourteen solid years of releases, ultimately parting after the release of the biggest artpack ever, ACiD-100 (released, in case you're living in a vault, in the beginning of 2004).

In 2004, RaD Man's scene-related activities include creating and hosting The ARTS: The Artscene Radio Talk Show, which has received a positive response from both artscene and demoscene people (as the show isn't only centered on the artscene) and organizing the only American demoparty in existence: Pilgrimage. We talk to him about these projects, as well as the older ACiD ones, in this massive interview which was conducted this summer. Let it be noted that RaD Man only gives one interview per year, so -- not to sound ego-centric! -- this is a unique chance to gain more knowledge not only about the roots of the artscene but also about the man who was behind what we now call the most influential artgroup of all time...

The Scene...

JASHIIN:
In his "message to the scene", Maestro wrote about how ANSI artpacks were an impact on his life, "the most amazing thing in the world". While that happened in 1993, I reckon that it all began some time in the 1980s for you. So, what were your initial impressions about ANSI?

RAD MAN:
In my opinion, the real potential of ANSI -- as an artistic medium -- was just beginning to be realized by the late '80s. My own first impressions of it -- from a practical standpoint -- was that it was a really great enhancement tool for dial-up BBSes. It gave SysOps an opportunity to turn that plain old grey (or green, or amber) text and black background into something more colorful -- a change to make their BBS distinctive from another.

But then ; Aces of ANSi Art, or "Triple A" as they were called hit the scene -- the underground scene -- and my eyes were really opened. Here was this organized group of artists taking this method of terminal control and using it in ways people had never before imagined. They were pushing the envelope not just artistically by using creative color combinations and unique character selections, but also manipulating the X3.64 standard as a tool for animation. Aces was quite certainly the first group of artists solely dedicated to the advancement of the BBSing experience, and they focused right in on the underground scene. It's been commonly said that throughout the BBSing era of the 1990s you could easily distinguish the elite BBSes from the commonplace, open-access, "public domain" ones within the first few seconds of logging on. The elite boards always had the best ANSI graphics. I suppose you could say from the moment they [Aces of ANSi Art] got started I was hooked.

JASHIIN:
Have you ever followed the artscene that existed in the demoscene (pixel art that later evolved into hirez; artists such as Facet, Visualice, Lazur, Made, Saffron, et cetera.)? If so, what is your opinion of it?

RAD MAN:
Yes, of course. I've always been a huge fan of the European demoscene and the illustrious pixel artists which have emerged from it. In fact, ACiD has had quite a few pixel artists in our group, some of which are world renowned. Saffron, for example, was an active member of our group from 1997-1999.

All the names you've mentioned are highly talented and well-known superstars far beyond their own circles, and rightfully so. You can really draw a good number of parallels between the pixel graphicians and the ANSI artists of the past:

For example, the nature of how things are drawn -- one block (or pixel) at a time -- or that both routinely made use of outside sources as points of reference. In the pixel scene, graphicians drew from legendary fantasy artists such as Boris Vallejo, Frank Frazetta, Hajime Sorayama, or borrowed from a multitude of pin-up mags. On the other hand you have the ANSI scene which frequently refers to the work of modern comic book artists like Todd McFarlane, Jim Lee, Carlos Pacheco, and of course Jack Kirby. Both ANSI and pixel scene artists alike selected similar subjects to copy from; well endowed and scantily clad females or superheroes and villains with enormously muscular and chiseled physiques. In both spheres the legitimacy of copying as an art form is a hotly debated topic, just referred to by different adjectives; "no-copy" versus "copy" and "original" versus "comic rip" -- it all boils down to the same thing; artists taking a limited resolution, limited palette and performing the delicate task of acting as a human digitizer.

JASHIIN:
How did pHluid start, where did the musicians stem from? Protocol and Pinion were relatively unknowns in the music scene, but their names and music were mentioned in TraxWeekly for instance. So were they just random musicians who happened to use trackers or what?

RAD MAN:
I would have to respectfully disagree with you regarding the unknown comments. Pinion's tracks were distributed far and wide across BBSes both before and during his tenure in ACiD. But first let me rewind and take you two years further back -- back to 1992.

The first signs of life within ACiD musically was when local PC scener Piano Man left the Digital Noise Alliance (DNA) to join up with us in 1992. As a result, our group began to expand in new directions and attract more talented musicians, but there was just one small problem. The music scene was exploding, our musical artists were producing at a pace faster than our coders could utilize, and we typically only distributed tracked songs as part of a larger EXEcutable loader rather than singly.

Now fast forward back to late 1994 -- Pinion, who was a very good friend of the amazing ANSI artist Somms, recognized the needs of our musicians and stepped forward to found what is now known as the pHluid sublabel. He oversaw the ambitious production of our very first music disk which was released June 3rd, 1995 (ph-0695.zip) and many more thereafter. Pinion continues to release tracks with ACiD (as recent as this year's ACiD-100) and provides invaluable support to the rest of the group.

Protocol was also a staunch contributor to what eventually led up to formation of pHluid. While he was not so much engaged in the typical social scene outlets such as IRC he was an extremely valuable member who was heavily involved in the day-to-day activities of both pHluid and ACiD. Eventually he became successor to the throne after Pinion stepped down as lead Advisor in 1997. Those from the school of old will recall that Protocol was one of few musicians to be featured on both the audio and data side of the first demoscene CD-ROM; a mixed- mode disc titled "Escape" which featured the winning songs from Music Contest 2 (MC2).

JASHIIN:
What was your opinion about HRg packs in 1998? Because from Russian e-magazines from that era one could infer that HRg was serious competition for ACiD. Was this true?

RAD MAN:
HRg was yet another excellent group which I think changed the perception of what was acceptable subject matter within the scene and helped further shape what you can trace forward as the hirez scene movement, eventually leading to the art groups that you see on more aboveground sites like deviantART today. They reasserted the notion that scene art can have a deeper meaning; it doesn't just have to be just more of the same blatant in-your-face eye candy.

Shortly after HRg disbanded, many of the core members enlisted with us as we held similar values as they did and were already headed in the same general direction to begin with. I never once really considered them "serious competition", but rather allies in part of a much larger movement. As I wrote in one of my ACiD European Reunion announcements, at the close of 2003 over 75% of our hirez division resided either somewhere in Europe or Russia. I'm very proud to have been a part of the same group as them.

JASHIIN:
Last year you said you thought Crasher's art was amazing, and generally expressed an encouraging attitude towards his stuff. Could you comment on that?

RAD MAN:
Crasher is good because he's not just creating "shit" and calling it "abstract art". He is a talented artist who grasps the ASCII medium well and can effectively translate that into abstract art. At the same time he has created some very amazing newschool pieces that have a very three dimensional feel to them that easily rival some of Computer Man's best work.

Past Projects...

JASHIIN:
About the projects ACiD has developed; how did the most popular screen editor ever, ACiDDraw, happen? And why didn't it support ANSImation?

RAD MAN:
ACiDDraw was the brainchild of one person, Skull Leader, who joined us by way of the GOTHiC merger which shook up the scene in April of 1994. Although not an artist himself, Skull Leader had a passion for the textmode arts and wanted to remedy what he saw as the shortcomings the existing set of screen editors had to offer. Under the span of 4 months he had introduced a working beta of ACiDDraw (0.1b) which offered such pioneering features as internal VGA-mode viewing and editing of screens up to 80x800-lines long, (extended to 1000-lines in later versions). Prior to its release, real-time VGA-mode viewing was virtually unheard of, and leading editors only supported ANSIs up to 80x100 lines long. That's not to say that there wasn't 100+ line long ANSI artwork before hand; there was. In order to accomplish such a thing one would have to draw in 80x100 line "tiles", if you will, and then quite literally copy them all together.

Even the masters of ANSI made mistakes on occasion when performing this task. Evidence of this can be seen in the amazing 300-line work created by Alter Ego entitled "On Top in 1994" (ACDU0294.ZIP, ae-vudu.ans). If you look closely, you will notice an over-estimation was made right below the 100-line mark when joining the first and second parts.

As for ANSImation, ACiDDraw didn't support it because it wasn't necessary. Until the very end, all of our active ANSI animation artists continued to use the rock-solid version of TheDraw 3.30 for saving purposes, and pulled from version 4.6x for their excellent suite of animation effects and screen transitions. We didn't see any sense in reinventing the wheel since TheDraw fulfilled our needs as an ANSImation tool.

JASHIIN:
Why do you think X-Bin never got the recognition it deserved, or did it?

RAD MAN:
XBIN probably would have been much more successful had it been delivered two years earlier. We didn't unveil it until the second quarter of '96, and then one year later we exited the ANSI game completely.

The number one strongest attribute about XBIN is that it gives control back to the artist. It empowers them to specify precisely how the viewer will ultimately see their work. Rather than have to ask the question "Please use AFS.COM" or "Best viewed in 80x50 mode" at the top of their piece, they can simply embed the exact character set they used while drawing the art and that is what the viewer will see. You could include anything from a customized character set, Russian code page, or even a PETscii or Amiga Topaz font.

You don't necessarily have to go down to the extremely granular level of editing each individual character, modifying the palette, and tweaking out the height settings in order to take advantage of XBIN. It's a great standard, and all things considered I think that the recognition it's received has been fair.

JASHIIN:
Why did it take until 2003 for a Microsoft Windows version of ACiD View to surface?

RAD MAN:
Well, that's not entirely true. :) Although not widely circulated, the very first Windows version of ACiD View was released by SiDS in 1995. It was more of a proof-of-concept more than anything really, but it worked. Eventually he lost interest in the project and we began to shift our focus on Java technologies; starting with a simple applet that could view ANSI online via our ACiD Artpacks Archive which in turn led to the release of MrKite's ACiD View Java, or ACiD View version 5 as the successor to our DOS-based version.

Ultimately, we ditched the Java version and the development of art viewers altogether. Then, in 2003, gz had contacted us regarding this ANSI viewer he was writing for Windows. Realizing his commitment to the scene and this application, we brought him into ACiD and provided him with the support he needed to help make the viewer the success it is today.

Current Projects...

JASHIIN:
When did the thought about ACiD-100 first cross your mind? Did you actually expect to reach 100 packs back in, say... 1994?

RAD MAN:
I'm not sure what I would have said had I been asked in 1994. But by the time we were at the release of ACID-50 in '96, serious thoughts about our hundredth Acquisition Update were already crossing my mind. Project planning and a truly concerted effort did not begin however until August '02.

JASHIIN:
The memberlist on the ACiD-100 page lists more than 700 (721 to be correct!) people. How many of those were actually contacted, and how many of those who you contacted took part in the project? How did people react to the fact that ACiD is still alive and releasing?

RAD MAN:
Yes, that is correct. Although I've "retired" from my leadership responsibilities in ACiD, the group continues to grow by way of our extended family members in Remorse and pHluid. The group now stands at 730 members.

Prior to the time of ACiD-100's release, 421 of the 721 (58.39%) had been personally notified. Approximately a quarter of those contacted took part by contributing artwork, music or textfiles for the upcoming Product 3 magazine.

Reactions of ACiD still being existing varied, depending heavily upon which year they dropped out of the scene (if at all). For example, anyone contacted after 1996 had the general attitude of "Of course ACiD is still alive! It's a scene institution!" On the other hand, some of the earlier members who quit before say '92 or '93 just assumed that ACiD must have dropped off when the internet "took over" and didn't give it a second thought. Overall, everyone was very enthusiastic to hear that we were achieving such a milestone, and it was a lot of fun to relive so many old memories and catch up with so many different folks.

JASHIIN:
How does it feel to release 100th pack, especially knowing your group is the first (and possibly the last) to release that many packs?

RAD MAN:
It is very satisfying to know that ACiD made it that far but it should be recognized though that we're not alone. iCE too has released 100 artpacks, although they no longer observe the traditional pack format, now only releasing their "packs" as on-line galleries.

JASHIIN:
The same thing about The ARTS. When did the idea of a radio talk show first cross your mind? How successful was the first broadcast?

RAD MAN:
The ARTS concept first came to mind in February of this year while I was taking a road trip across country from California to Missouri, with various detours along the way to visit ACiD members such as Catbones, Adya, Funky Muskrat and Tank. While driving through certain states you are sometimes given two options for music; Tejano, Gospel, or some other religious variant of music. I can only take so much of either, so I plugged in my iRock FM transmitter to my laptop and fired up Winamp. Taking a cue from Jason Scott, I had already downloaded a bunch of other talk shows; most noteworthy being RFA (Radio FreeK America) and BinRev (Binary Revolution), both of which are hack/phreak oriented programs. After listening to a few dozen episodes along the way, I was rather inspired by the concept and decided something of this sort would be perfect for our scene. I had plenty of time to come up with the obligatory acronym since I had a total distance of 4,894 miles to travel. Oddly enough I came up with the acronym while driving back through New Mexico. (I'll leave it to the readers to determine where the coincidence in that lies.)

When I returned from my trip I called up Spinsane to explain what I had in mind, and he was on board one hundred percent. The first show was completely off the cuff without absolutely any preparation made before recording. Still, we managed to feature some great interviews with Basehead of #trax, Steeler speaking live at BP'04, and Pyro of Beyond, all sharing some very enlightening nuggets of scene history. I really couldn't have been happier with the outcome.

JASHIIN:
Could you tell about how its done? Do you actually do real-time broadcasting or is it all pre-recorded?

RAD MAN:
The ARTS is recorded "live" much in the same manner that a televised late show is recorded live. There are certain instances where we may pre-record a piece; for example if it is impossible for Spinsane and I to sync up our schedule with someone we'd like to interview, we'll tape it in advance and then add it in later during post production. There are certain parts which are edited out obviously, such as when we call a guest, we blank out their phone number following the area code.

Other than that, our recording setup is very basic. After testing several different hardware configurations, including two made specifically for line-taps, we ultimately opted for the simple ghetto hack used by RFA and BinRev; a microphone and a speakerphone. We upped the ante slightly by using a decent mic connected via XLR to an ART (Applied Research and Technology) Pro Tube Mic Preamp, providing a much richer and warmer sound than you'd receive from a standard computer microphone. I also tested several different speakerphone brands until I was satisfied with both the sound and duplexing abilities of the Uniden PowerMax 5.8GHz base station. Before each show we exchange final show notes and run down a quick checklist of things including equipment tests and sound checks. The rest is, well, history.

JASHIIN:
How did you become involved with this whole Pilgrimage thing? How much work goes into organizing the competitions?

RAD MAN:
Everything about Pilgrimage 2003 demoparty thoroughly impressed me; the positive feedback from the attendees, the concert by Nullsleep, the amazing invite demo by xplsv -- and the winning DC-5 demo k-wak could have placed first at any party.

Then Legalize wrote up a great article for Static Line 47, "Organizing a US Demo Party" which really convinced me that I need to be a part of this. Something was happening; scene giants across North America were finally reawakening. Legalize and I exchanged emails for several months and then ultimately I volunteered to make a commitment to Pilgrimage and took on the role as Compo Organizer.

As with any new responsibility, you immediately gain a new found form of respect for anyone that has ever held a similar role. As part of the organizing team I promote the sanctioned competitions, publish the rules and build partnerships with outside vendors to make prizes possible, et cetera. This year we have calculated over $13,500 in cash and prizes will be awarded to competitors and guests, with two additional sponsors pending.

The Scene...

JASHIIN:
Since the magazine I'm interviewing you for already had a number of articles dealing with "defining the scene", "the scene is in you" and "the scene is dead" type attitudes, I feel obliged to ask you about your outlook on the artscene.

What is your attitude towards statements like "the scene is dead"?

RAD MAN:
Those type of ridiculous assertations have been made since I can remember. Typically they're made by people who slowly recognize that the scene is changing and mistake it as "death". Change is not death. It's the opposite, the turning of a new leaf. Besides, the scene is so great that it can not be defined by any one person. Therefore, how can someone ever say that it has died? It's the spirit that matters anyhow, and the spirit of the scene transcends any hardware platform. The only time the scene will be dead is when there is no one left to say that it is.

JASHIIN:
Before I ask the final question... Do you have any serious interests not connected to computers? Like "what is your attitude towards art in general, i.e. painting or wire frame installations?", "can you actually cook and do you regard cooking as an art?" Those kinds of questions.

RAD MAN:
Which question do you want to ask? :)

My passion is in computer-based art but yes, I believe art can be found in everything. There is an art to coding, cooking, fighting... Anything.

In the offline world, my interests are in cooking, running and of course being with my family.

JASHIIN:
What do you think about this "digital art" phenomena some people are raving about? Do you seriously think there is a need for a completely digital artform? Are you, like those people, fascinated with digital technology to the degree of considering it to be the future of art?

RAD MAN:
Curators are finally beginning to take to digital art -- specifically demos and ASCII art -- referring to it as "new media" art. That's a bit of a misnomer because we all know that digital art has been going on for decades now what with synthesized music and vocals in the 1960s and 3D models in the 1970s. Prior to art made up of the ASCII character set, remote teletype operators transmitted text-based artwork in the 1920s using a code set called Baudot. Amazingly enough, this 5-bit code dates back to 1874. You can continue to trace this sort of evidence of both history repeating itself and the events that led up to them forever.

Digital forms of art have advantages and challenges that go somewhat hand in hand. We're fortunate in that we can create perfect, lossless digital copies of our work, yet we are constantly at battle with the relatively short lifecycle that the hardware and software which our work is displayed with depends upon. Emulators such as WinUAE, VICE and DOSbox and viewers like ACiD View and PabloView have helped prolong the lifespan of many great digital works, but little things inevitably get lost in the translation.

Anyone will tell you that in order to view a certain demo or similar piece of work you need the precise platform it was coded for. You must have a 486DX2 with Gravis soundcard, an Amiga 1200, or a PAL-capable Commodore 64. But the simple fact is that this is not a reality for most of us. There needs to be a "Real-time Museum" displaying the greatest demos on original hardware.

The time has come.

Editor's Note

RaD Man's "100 Years of the Computer Art Scene" presentation, originally delivered in cooperation with Jason Scott, deals with many of the topics discussed in this interview. It is available in audio format, along with transcript, on the ACiD website at: http://www.acid.org/images/notacon04/.

Reprinted with permission, Tsifra (Digit) Magazine - http://tsifra.spb.ru

Jashiin