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Yes! The details about trackers in this post are something I've needed straight away for a chiptune-related project. Thanks for sharing
Oh, the memories!

My favourite one was on a C64 disk mag called "Input". It looked roughly like this:

              menu entry 1
              
    <->   *   menu entry 2

              menu entry 3


    -----------------------------
with

    <->   a little space ship
     *    a projectile
    ----- the ground
You had to move the spaceship up and down and then fire at the menu entries to select them.

Since the menu entries had gaps between them you could miss. You likely missed by accident even, because control on home-computers was not what we are used to today.

When you missed the projectile was reflected from the opposite wall and if you didn't dodge, it hit your own ship.

The little ship crashed to the ground and a tiny, just a couple of pixels, figure appeared complaining and dragging his broken ship off the screen.

I first thought "Elite Sinus Producer" and "The Sinus Creator" were trackers specifically designed for creating nasal-sounding music; but of course the explanation for why the term "sinus" came to be used instead of "sine" is likely because many demosceners were from a native European background, and their language retained the Latin origin word instead of deprecating its usage in favour of "sine", as happened in English.
Oh wow, great read! I was an amiga demo scene coder down here in Australia, spent many long nights in asm-one :)

I had no idea there were tools for pre-calc lookup tables back then! Instead I just generated my own from code as I assumed everyone else was :D

Using pre-calc sine tables freed up so many clock cycles.

Big shout to all the sceners on here! I really do miss coding 68k asm sigh :)

ahhh, fasttracker. my best friend made albums and albums of "dope industrial" with that in the 90s... I had the cassette tapes in my car. I watched him on it a lot. He was the only one of us who didn't play guitar or bass or keyboards (he was a drummer). I'd say that was a very sophisticated piece of software, small on size though it was, not comparable to a demoscene demo in any way. But iirc the keyboard shortcuts were as complicated as vim.
Like mentioned FastTracker was created by people in the demoscene, also the module format fasttracker created was fairly dominant in the demoscene from maybe 1994 to 1998-1999 (when PC's were fast enough that people started moving onto streamed music via mp3 soundtracks as shown by State of Mind/Bomb).

The FT2 XM format was more powerful than the ST3 format (limited in track numbers and iirc no 16bit samples?) and less powerful than the impulse tracker IT format (virtual tracks without tying tracks to output channels), but for many demos the XM format was a sweet spot since third party IT replayers were few due to the more advanced features while XM replayers were plentiful and often powerful enough to create the music people wanted to do.

The screenshot of "The Virus Protector 1.0" brings back ancient memories. If I remember right, it played a short jingle from the Queen song "A kind of magic" whenever it had removed a virus. It sure felt very magic at the time.
I swear music trackers had the most impressive UI back then. FastTracker and ImpulseTracker were to me the highest piece of art and engineering at the time. They kind of hold up even to this day. Especially ImpulseTracker's instruments and sample editor.
I like that the demo scene is quite creative. It seems as if the non-demo scene kind of abandoned creativity to a large extent here, at the least with regards to the User Interface. I noticed almost the same with regards to menuet OS. Personally I would not use Assembly, but creativity is still leading to changes: https://menuetos.net/
Doesn't mention ScreamTracker. A good example of demo group dogfooding. Unique text based UI too. As far as I can remember this was the first dos tracker.
I remember FastTracker II pretty well from the gatherings we had with our demoscene friends in Buenos Aires. Many of them worked exclusively with it for our demos.
I vividly remember FastTracker II, and how intuitive and tactile it felt to get things done in it, despite the minimal user interface real estate. As an example, there were no sound effects. So, I routinely manually created echo effects by copying the sounds from one channel to another one of the available channels, offsetting the notes by a few ticks and lowering the volume. It was simpler times.
Intuitive? I never thought anyone would ever describe something as arcane as a tracker intuitive. I can't think of something worse. Pure Data comes close.
I miss the colorful interfaces of DOS, before standardisation and "human interface guidelines" were even a thing.

As a kid, running an .exe from the floppy discs my father was bringing home from work meant being blasted with unknown colours and sounds, never knowing what to expect. Just experiencing random user interfaces from programs and games was great fun.

This made me feel old and nastalgic. RIP BBS's
> When a copy was finished (which could take some time), the program helpfully played a little "boing" sound.

And how that "boing" sound worked is interesting in itself. It's one of the few uses of Paula's "attached" mode, where the output of one sound channel is used to modulate the volume or pitch of another.

I put the full source code of the boing sound here: https://news.ycombinator.com/item?id=48174583

Never been into building tracks, always the coder (assembler on 6502 and MC68000). Somebody should do a similar article about all the demo build tools like kkrieger, or modern ones like Tixl. Anyway…good old times :)
I wonder if there still is a demo scene? It is easier than ever to make cool stuff. I wonder in which scenes it happens?
Old man (well only in my 50s but hey it's old) rambling but these were the days. The way it started though is really intereseting: as a 11 years old kid learning BASIC, it quickly escalated...

At first we got pirated C64 games (because of course and that's how I became best friend with my neighbors and, to this day, we still exchange Telegram message on a near daily basis) and those games had an "intro" (a "cracktro" except the cracktro term only came much later on). And for some crappy games, the intro was better than the game. So we'd just look at the pirates' intro.

The intros became demos of their own and half my Amiga floppy disks were demos. I loved musicdisks and "diskzines": and some diskzines had articles explaining how to code certain intro/demo effects.

And as of course we had to learn how to code that, these tutorials in diskzines were most welcome. So BASIC gave way to assembly and then 680x0 and x86 assembly had no secret cycles for us.

Then we wrote intros for pirate BBSes etc.

Some of those screenshot do feel like home: XCopy, DeluxePaint, the trackers, etc.

I still have all those machines and some are still working but I don't turn them on often. Last we tried (with my brother) is a SNES and its rare (and now valuable) chinese Super Pro Fighter Q+ copier: a PC USB floppy drive, formatting old 3"1/2 floppies and copying SNES ROM from a modern PC, and we've been able to run old SNES games (fun fact: there were a few demo effects for the SNES that people who had such copiers could obtain on floppy disks).

Another rarity I've got is a pirate 5"1/4 floppy disk reader for the Commodore Amiga (that was supposed to use 3"1/2 floppies, not 5"1/4 ones), with a switch to pick if the Amiga is to boot on the 3"1/2 or the 5"1/4.

Nostalgia is a real heavy drug but those were really better days than ads-infested websites and inferior devices spying on you (looking at the smartphones).

P.S: and don't get me started on the cars from the 80s/early 90s, they were much better than the "I update OTA without your consent / I show you ads on you car's screen / I spy on you": but then I own two very fancy, very spiffy, cars from that era (one german, one italian).