The history of TG


The beginning of The Gathering

The Gathering (TG) is a result that rose from a challenge. After submitting complaints to a few other computer parties, the response received by TG’s founders was: “If you think it’s so easy, why don’t you try to arrange a computer party yourself?”

After spending about a year on preparations, the estimated amount of participants expected to attend the party in 1992 was 600, but in total they ended up with 1100.
The Gathering continued to grow, and in 1993 there were 1400 participants. In 1994: 1800.

In 1995, The Gathering was held in Stavanger. Due to longer travel distances, the amount of people attending was lower (1500), but already in 1996, the first year The Gathering was held in Vikingskipet, attendance rose to 2500 participants!

 


The development of TG

The development of TG continued, and in 1997 3300 persons attended TG’s second party held in Vikingskipet. All tickets were sold.

Lack of capacity was not a good enough reason for us to keep people away, so in 1998 we expanded and seated 4300 people. This year we also sold out all the tickets, and around 1300 persons were left in the cold having to face the fact that they could not attend. The same thing happened in 1999, 2000, 2001 and 2002. In 2002, the estimated amount of people left without a ticket was around 4000-5000.

In 2003, TG once again expanded. This time with room enough for 5000 people. However, we still sold all our tickets and 3500 people were left hanging without a ticket when the event started.

In 2005 and 2006 we had capacity for 5200 people, but due to our new ticketing system, a few tickets were leftover. The option to sell back tickets via the system did not leave us enough time to sell them back out again. The Gathering 2007 also sold out, and 5200 people had a wonderful Easter Holiday in Vikingskipet.

· 1993 – 1400 participants

· 1994 – 1800 participants

· 1995 – 1500 participants (Held in Stavanger, increasing travel distance, hence the low attendance)

· 1996 – 2500 (First year at Vikingskipet Olympiske Arena at Hamar, known from the 1994 Olympics.)

· 1997 – 3300 participants – SOLD OUT!

· 1998 – 4300 participants – SOLD OUT! Estimated 1000-1500 left on the waiting list

· 1999 – 4300 participants - SOLD OUT! Estimated 2000 – 2500 left on the waiting list

· 2000 - 4300 participants – SOLD OUT! Estimated 3500 – 4000 left on the waiting list

· 2002 - 4300 participants – SOLD OUT! Estimated 4000-5000 left on the waiting list

· 2003 - 5000 participants – SOLD OUT! More than 3500 left on the waiting list

· 2004 - 5200 participants – SOLD OUT! More than 4000 left on the waiting list

· 2005 - 5200 participants – SOLD OUT!

· 2006 – 5200 participants – SOLD OUT!

· 2007 - 5200 participants – SOLD OUT!

· 2008 – 5200 participants – SOLD OUT!

As one of the four major computer parties in the world (Assembly Finland, The Party Denmark, Dream Hack Sweden) , The Gathering is a national and international event that has grown along with the internet.



The world’s largest temporary network

Among other records, The Gathering holds the record for the world’s largest temporary network.
In 1996 there were approximately 1500 connections with an average of 700-900 users.
In 2000 there were more than 4800 connections and about 2800 users every second. A world record we are very proud of.

The network handles a large amount of data, and we expect to break the terabyte limit this year.
The website receives several million hits during the actual event.


The network

The internet-connection we offer our participants continue to increase as the years go by.
In 2007 we proudly offered our participants a 2 Gbit internet connection.

This year’s connection speed is still a secret.

  • 1999: 35 Mbit internet-connection
  • 2000: 35 Mbit internet-connection
  • 2003: 1 Gbit internet-connection
  • 2004: 1 Gbit internet-connection
  • 2005: 1 Gbit internet-connection
  • 2006: 1 Gbit internet-connection. (Bumped up to 1.5 Gbit halfway through the party)
  • 2007: 2 Gbit internet-connection.
  • 2008: We proudly offered 3 Gbit!


Theme songs

Every year there’s one or two songs that are looked at as _that_ years TG song. The winner is of course the song we hear playing from most speakers during the event.
Beneath is a list of TG songs from previous years.

  • 1992 – “Das Boot” U96
  • 1993 – “No limit” 2 Unlimited
  • 1994 – Unknown
  • 1995 – “Move your ass” Scooter
  • 1996 – “Panzertruck”
  • 1997 – "Million Miles" Dune
  • 1998 – “Brittas Fitta” Björn Rosenström and “Overdose” Snack
  • 1999 – “9pm (Till I come)” ATB
  • 2000 – “Freestyler” Bomfunk MCs
  • 2001 – “Popcorn”
  • 2002 – “Rosa Helikopter” Peaches
  • 2003 – Unknown
  • 2004 – Unknown
  • 2005 – “Schnappi, das kleine Krokodill” Schnappi
  • 2006 – “Boten Anna” Basshunter
  • 2007 – Too many candidates to name a winner (“You are a pirate” Lazytown, “Sorry Arne” Jim & Stian K, “Det var en gång en liten fågel” Laser, “Barber min fisse” Dario von Slutty and “My boobs are OK” Lene Alexandra Øien.)
  • 2008 - Alla som inte dansar er voldtektsmenn


Tagline

Most of the years, The Gathering has had a tagline. The tagline has often reflected onto the logo and certain other materials.

· 2000: “The Gathering 1900 – Follow the Flow”. Inspired by Millennium Bug.

· 2001: “A Cyberspace Odyssey”. Inspired by the movie “2001: A Space Odyssey”.

· 2002: “The Gathering: Reloaded”. Inspired by the movie “The Matrix Reloaded” and a reference to the endless reloading on PTN’s website, in search for a ticket.

· 2004: “Rescue of Fractalus” Inspired by the Lucasfilm Games’ game Rescue on Fractalus!

· 2005: “We are the robots” inspired by Kraftwerk’s song “The robots”.

· 2006: “The Darks Side of Pluto” inspired by NASA’s first probe to Pluto.

· 2007: “Still Puzzled?” inspired by the famous “fifteen puzzle”.

· 2008: “Optimus Prime” inspired by the numbers 16 and 17.


Structure

The structure of organization behind The Gathering has developed from being arranged by a group called The Crusaders to becoming a non-profit organization called KANDU (Kreativ Aktiv Norsk DataUngdom). The organizations goal is to promote creative use of computers throughout Norway and other countries. KANDU also helps out local arrangers with equipment and anything else they can contribute with.

KANDU has helped parties in Sweden, Denmark, Finland, Taiwan, UK and the US, eager to do what no other parties, organizations, events or companies can. We make solutions to problems that are considered almost impossible to solve.

In February of 1998, TGTW (The Gathering Taiwan) was arranged with the presence of KANDU members to ensure the same creative and casual environment as back in Norway. Here, future leaders in the computer-world met, and created a network for the very first time!


The Demoscene

One of the major events at The Gathering happens on the demoscene. Years ago, the word demo was often used as a short for describing an act of political protest or rallying. Now a day, 2000 or more eager nerds around Europe (and increasingly more in the US) use this word about a short, self-made program based on sound and graphics which you demonstrate for people.
It’s not a demonstration of a game or a business-tool, nor has it been linked to commercial use. The only thing the program demonstrates is the hard work of those who made it.
The sole purpose of making the program is to be able to show it to others and enjoy the fame from the actual cultural environment.

We do have money prizes for these competitions, but above all it’s about glory and international recognition. To be able to make electronic art of high quality attracts attention from companies that work with games, music and graphics as these companies are constantly on the look out for new talent.


The idea behind The Gathering

The idea is to develop TG into a global arrangement with presence from even more countries. Most part of the 5200 participants are from Norway, but participants also come from Sweden, Finland, Denmark, Finland and the rest of Europe and also a few travel all the way from USA (20 people travelled from USA to partake TG in 2006).

To be able to deliver a “localized” feel to the arrangements, will secure the same feeling to all the participants even if it’s arranged in Middle Europe, Asia or USA.

The average participant at TG is typically male student aged 16-20, but over the years we’ve had people aged anything from 12-30. The main interest the participants have is localized in games, music or graphics. TG is particularly good at including girls, with numbers of 20% being female in 1999. We hope to develop and continue for many years to come.

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