example, during the "golden age" of the Amiga demos, many well-known Amiga effects were remade with Atari ST, Commodore 64 and PC, some of which were considered inferior in the key features required in the effects in question. Since the mid-1990s, when the PC had become a major platform, demos for the Amiga and the C-64 started to feature PC-like "pixel effects" as well. Early history The earliest computer programs resembling demo effects predate the demoscene for several decades. Perhaps the earliest example of these so-called display hacks is a program called Bouncing Ball on the Whirlwind computer in the early 1950s. Another famous display hack, munching squares, was originally created on the PDP-1 in ca. 1962. "Old school" effects These effects were typical in the 1980s and the early 1990s and were first implemented on either the Commodore 64, Atari ST or the Amiga. They often relied on the systems custom hardware or were considered difficult because of it. For example, 3D objects rendered in dots are somewhat tricky on systems without byte-per-pixel displays or limited video memory bandwidth, or systems with slow and/or limited (e.g. 8 bit, no FPU) CPUs. Raster bars, also called copper bars on the Amiga. Scrollers of various kinds. Moving sprites, with the competition usually focused on the number of visible sprites per frame. Starfields, such as parallax-scrolling and perspective starfields. Smooth horizontal waving of graphics images in a per-scanline basis Shadebobs Infinite bobs Plasma effect Kefrens bars Moire patterns, particularly circles Text zoomers Simple rotating 3D objects rendered in dots, lines or filled polygons. Spline effect Vector graphics Glenz, partially see-through models with a "diamond-like" look. First seen in the "Transformer" part of Kefrens' "Megademo 8", coded by Promax. Named by Photon from the Swedish word "Gläns" (glisten or glitter) Blenk, shiny metallic aluminum-like models, from Swedish "Blänk" (shiny), also named by Photon Rubber, Twisting and/or elastic models. Also sometimes referred to as Gel Chunky-pixel effects Effects based on software rendering into chunky-pixel framebuffers were typical in the mid and late 1990s and were usually first implemented on the PC or Falcon030. They became popular as systems with pixel-addressable high speed video memory and faster processors (to allow for more demanding real-time calculations) became common. Effects based on static screen-to-texture lookup tables Texture-mapped tunnels and other objects rotating around their axis of symmetry Wobblers, rotators and other similar effects for 2D images Objects