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Jozef
Interview
`n. .rP' `qb ,dP' TLb. ,dMP' all rite, now you get the chance to read TML.dMMP some facts about some of the major amiga ,nmm`XXMPX musicians. read about their history in ,#MP'~~XNXYNXTb. the scene and their plans in future.yes, ,d~' dNNP `YNTb. that's meant to be read while listening to ,~ ,NN' `YNb their modules. read 'em over and over and over.. dNP `Yb. ,NN' `b. · i n t e r v i e w · ___________ ______dP _____________ \ / \ ,N'\____ _____________. _____ \ \_____. ____\ / \___P___/ .\--\__ __/__ |--\____)---\ _____/__ |--\_ \ _/ | | | \ | | \__| | _ \ / | \__| | /\ | | _| | | _l_ | | \ / _l_ | ___| l___/=l___|====l____/===\______|==l______|\ /l___/===\______l____/ \/ Handle: Jozef Group: Gods Date of birth: August 1st, 1971 Must've been 1983-84 I believe, when I got my MSX and a couple of games on tape. MSX, as mentioned above and C64, both mainly for gaming. When I got my Amiga 500 I discovered Soundtracker. (I believe that one of the first tracks I heard was by Jesper Kyd. If I remember this correctly it was a module called "Funky Loadertune" or something). Upgraded to Amiga 1200, started to code ASM a little besides my modulemaking. Now I own 4 PC's. 3 stationary and 1 laptop. My parents bought me lots of instruments when I was a kid, guitars, flutes, accordions etc. Never went to music school or something, and I never learned how to read notes. Although I don't think reading notes would benefit any electronic musician, but still. And since Soundtracker was available to everybody, free of charge even, made me use it. Creating modules looked simple and the sounds were "amazing" at that time. I was simply impressed. Never learned how to draw anything good on paper, so I assumed I'd suck on gfx. Besides, imagine creating an image by putting pixel after pixel on the screen. ;) Coding was never interesting until the I got my A1200, I tried coding, created a small demo. But it was too late, the A1200 was about to "die" So I dropped the coding bit. On the Amiga I'd have to say: Soundtracker, Noisetracker and Protracker. PT was probably my favorite. It was for example very accurate, not like OctaMED that I didn't like cause of it's inaccuracy, it felt like the sound was heard half a second after the note played, something like today's ModPlugTracker. Never got used to Screamtracker or Impulsetracker neither, probably thanks to their non-attractive interface. When I moved on to the PC I used FasttrackerII. Loved the 28 extra channels in FT2. ;) Actually I never had a "goal". Some modules just turned out to be better than others and vice versa. Probably depended on the mood/inspiration I had, together with perhaps, nice samples. I'm sure there is, and it's not only one, surely there's more. The thing is, that I can't recall all those module names. In my opinion It's at least 50% of the experience. It brings atmosphere to the "story" which is told, if there's such thing in demos, more important in a game. When it comes to demos, nothing beats a demo with an awesome piece of electronic track synchronizing it's beats/sounds to visual effects. I'm still composing, not in a tracker though. ;) I use Propellerheads' Reason. Mostly for myself and close friends. I'm not sure exactly what you mean but if you mean the file formats then it's all good. They all have their purpose. One thing btw, I could have something against WAV-files now as you mention it. I notice that many games still use this format, 3 quick reasons why game makers should NOT use WAV. 1) Save harddisk space 2) Faster loading / Less HD reading 3) MP3 and OGG sounds as good as WAV I'll mention some musicians instead of tunes. XTD, my favorite module maker. This guy is underestimated, strong melodies, excellent tracking and unique sounds, just awesome. Others are Julius, Bit Arts, Jester, Jesper Kyd, and Uncle Tom. Maybe I've forgotten one or two. In that case you'll have to forgive me, it was a while. ;) Not really, I'll leave those behind. I create new material now and then and release it on the web. Mostly PsyTrance, Infected Mushroom, X-Dream, Astral Projection, MFG etc. It was pure fun. Today it's just a nostalgia trip when listening to old modules or watching an old demo. Today I'm active in Creative Impact, we haven't released anything in a while now since our coder now works for Microids as a game programmer. But who knows, we may enter a compo or two in the future. Psytrancer, Cluster, PimpDaddy, Krashlog, Amuse. And my favorite module maker as i mentioned above, XTD. Thanks also goes to Crown of Cryptoburners for this interview. ---------------------------------------------------------------------------- please note: this interview is ©opyrighted in 2005 by crown of cryptoburners ---------------------------------------------------------------------------- |
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