Someone just asked me "Why do people participate in the #demoscene? Why should I?"
I don't consider myself particularly qualified to answer (there are demosceners who have written masters' theses on the subject, and even one PhD) but I gave some advice, which I'll summarize here:
Some demo competitions have money prizes, but that's not why people compete. They used to do it for bragging rights, but these days it can be for the thrill of having fun making something creative, and sharing it with the community.
Or, the thrill of discovering new ways to achieve things. For example, the work in the last 15 years regarding procedural generation of textures, models, and especially instruments. Also in the last 15 years, compression (for both oldskool and modern platforms).
Me personally, I've created demos to make my friends laugh (not with humor, but "OMFG I can't believe you did that/how did you do that/WHY did you do that" etc). My favorite moment of the live 8088 MPH video is people yelling "fuckers!" at the screen, as an example of just that.
The best advice I can give for people wanting to break into the demoscene is not to try to compete at the same level as what you've already seen, but instead try to make something that is inspired by what you've seen. Try to make something you've never seen before.
I would also enter some smaller and/or local parties first, because larger established parties like Revision attract the best of the best, and there is jury pre-selection, so it can be crushing to not have your very first entry even accepted.
Before you think about picking up a keyboard or mouse, hang out in some demoscene forums (read Pouet.net, try the #demoscene discord, etc.), watch demos, and also browse some winning artwork and tunes too (both oldskool and modern) to see if any of it speaks to you.
I view the #demoscene as an art subculture where the art breaks through its medium, and where programming itself is part of that artistic expression. If that kind of thing appeals to you, then don't be a stranger.

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More from @MobyGamer

27 Aug 18
I was asked to explain what color and palette remapping capabilities EGA had and thought I would make a thread about it. EGA isn't well-understood these days because of VGA's success, but it's worth going over for people wondering why you can't set custom colors in all EGA modes.
EGA was introduced in 1984 with (limited) compatibility with existing IBM CGA monitors: 200-line graphics modes (320x200, 640x200) could use any of the existing 16 text colors per pixel. Only the high-res 640x350 mode could pick additional colors from a fixed palette of 64.
People only familiar with VGA get confused talking about palettes with EGA, because they weren't programmed the same. To explain how they differed, let's define what a palette is: A palette is a table that maps indexes (0, 1, 2, etc.) to color values (#FF55AA, #7f7f7f, etc.).
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