Your presumption that size of the program means there is less going on is, well, incorrect
The pixel data of the textures are not stored, but the commands that are needed to create them are. By using this method, you are able to recreate natural and artificial reality in 64 kilobytes, instead of creating abstract blob and envi textures.
The demo includes 66 textures in 32bit (including the alpha channel) and a resolution of 256x256 pixels, resulting in about 16 megabytes of uncompressed data.
And those sounds are simple- very simple. Every heard of Visual Basic? You can make audio sounds like that using Visual Basic and only use a couple KB doing so.
Well Wulf, a synthesizer, a sequencer were used to create the midi file score using Audio Logic.
Everything is less than 16 kilobytes, all this was created in three weeks.
The midi file is compressed and stored in demo.
It also runs horribly slow in some areas when there is a lot of transparency.
What Video card, and Driver version are you using?
What version of DirectX 8?
I also noticed it makes a lot of calls to various functions already included with Windows. This is how it builds those objects, they aren't pre-built polygons internal to the program itself.
Wrong,..standard primitives were used.
Geometric shapes like cubes and cylinders are distorted and combined to more complex scenes.
You can't build that and expect it to run a game, it's pre-scripted and doesn't involve a lot of internal programming.
Wrong, the only thing that is prescripted are camera movements throughout the environment.
User intervention would take more time and more code, but not overwhelming amounts, given the funtionality.