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Soundburst
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: Soundburst Group: -- Date of birth: 22/1/78 Oooh, it must have been around 1989 when I had my first 'proper' computer - the Amiga 500. Like a lot of people, it was the games that first appealed to me. The very first computer I owned was the Philips Videopak game system, followed by the Intellivision, and the classic Spectrum. A year or two later, I then purchased a Commodore 64. The sound and graphics were like nothing I had experienced before. But not long afterwards, I saw screenshots in the old style CVG (UK games mag), and on the back of game covers comparing Amiga screenshots against their C64 counterparts. Games like Pang, The New Zealand story, Lotus Turbo Challenge, Lemmings, and many others looked simply incredible on Amiga. At the time, it was very expensive, but I managed to get my brother to sell the C64, so we pooled the money from that and a couple of other things, and bought our first Amiga 500 :) The rest is history as they say... Well, I still enjoy creating graphics, and programming, but there's nothing like the thrill of creating a musical work of art. From early childhood, I've always enjoyed writing music, even outside computers, so then of course, the Amiga was a new exciting medium on which to compose. I remember at one point how astonished I was to find the music from the demo 'Phenomena Enigma' load directly into OctaMED/Protracker. Hearing such high quality tracks was an incentive to find out everything I could about OctaMED, and this encouraged me all the more to create my own music. OctaMED Soundstudio. Before that, it was OctaMED and MED :) There's just so much you can do with a tracker that's difficult if not impossible with other ways of making music. At my old college, we were forced to use sequencing software (Cubase) - which is great for many purposes, but in my opinion, doesn't have the 'immediate control' that a tracker allows. Hard to answer really, as each piece has something unique about it. But certainly, I feel I have accomplished more in some modules than others. Perhaps 'Sky City' and 'Grand Finale' were among the most satisfying because of the amount of variety I put into them. Ultimately though, there's no upper limit to the quality of a piece of music. Umm.. my very first MED pieces were not so good. At the time, it was nice just to have composed 'anything', and I remember feeling quite pleased about it, but not so chuffed when my brother pointed out how crap it was :) I have created loads of modules since, each with increasing quality as I was learning how to get the most out of OctaMED, though some of my older melodies are still fun to listen to in a nostalgic kind of way. A very high proportion of atmosphere comes from the music in my opinion. Half of the reason that made the famous 'Phenomena Enigma' demo so great was the music. The same mostly applies to games too. For example, games such as say... Turrican 2 (Amiga), Monty on the Run (C64) or Outrun (arcade) have music scores which enhance the game considerably. Also, the prospect of a new piece of music is often an incentive to progress in a game. Great music adds a sublime subtlety to any demo or game, and really helps the gameplay and gfx come alive. Unfortunately, with a few exceptions, the games of today feature overly repetitive or sparse 'background' music, and so this vital element of games has been mostly lost I believe. Since the creation of my 'Eclipse of Mars' CD, I'm having a little break to work on my website, and then I'll be composing again for a new CD. I always put the most into any music I do, and if it's for professional purposes, I'll still enjoy composing regardless. MP3, WAVE and similar 'streaming' formats are good for what they're intended for. I'm slightly against midi, because the instruments will differ from system to system, and so the composer's original intention of how it should 'sound' has been lost somewhat (but no doubt it has its advantages too in terms of file size). I think the module format should be more popular than it currently is. How long have you got? :) My fave scene tracks include: 'Phenomena Enigma', 'Alpha Omega', 'Virtual Worlds', 'Odyssey' (5 disk demo) and 'LK', 'Whack Bonk' and 'Art of Chrome' by Lizardking. Bjorn Lynne has created some great stuff, my favourite being his music from that Amiga-rendered 'Space Wars' video (star-wars type 3D gfx). A lot of stuff from Matt Simmons - 4-Mat: the music 'Madness2-Partb' from the 'Madness' demo, 'Air Taxi' game music, Klass of '99 (Skool Daze) music, and his brilliant remix of the music "If I were a rich man" in the PC remake 'Jet Set Willy'. Some of my favourite non-scene groups/music include: Electric Light Orchestra ('Twilight', 'Secret Messages', 'Mr Blue Sky', 'I'm alive', 'All over the world'), BeeGees ('More Than a Woman', 'How Deep is Your Love', 'Night Fever', 'Stayin' Alive', 'Love You Inside Out', 'Tragedy') and other pre-90s songs such as ABBA's 'Dancing Queen', Rah band's 'Clouds Across the Moon', 911's 'Rhythm of the Night' etc. And lots of classical music (particularly from Beethoven, Mozart, Debussy, and Chopin). Finally, my fave game music includes: SNES: Axelay, Pop'n Twinbee, Secret of Mana, Kirby Deluxe/Super Star. C64: Monty on the Run, Spellbound, One Man and His Droid, R-Type. Amiga: Turrican 2, Galactic, Dojo Dan (level 1), Battle Squadron, Lemmings and Oh no! More Lemmings, Pinball Dreams... Mega Drive/Genesis: Sonic the Hedgehog 1, Streets of Rage, Strider Sega Saturn: Nights, Shining the Holy Ark (Boss/Battle music) Arcade: Outrun, Puli Rula, Puzzle Bobble 2, Carrier Airwing, Mystic Riders. That's a possiblity in the future, though I tend to think that music often sounds best in its original form. Besides, I'd rather use the time to create more new original music! There's not much I've found recently that really appeals to me. Erm... though, last week I found the obscure group 'Yellow Magic Orchestra' from Japan. They've made some good stuff :) (Rydeen, Technopolis etc.) A certain coolness - the likes of which I've yet to find on other computer platforms :) Why? Probably a number of reasons - the design, OS, and custom chips of the Amiga and C64 probably made them much more fun to work with. This in turn encouraged developers and talented coders to produce some of the most spectacular games and demos ever seen. Today, the continuing presence of the Amiga and C64 - reflected in the multitudes of web sites - is testament to how strong the fan base is. I sometimes listen to Nectarine radio, and always keep an eye on the Amiga news. Other than that, my site - Skytopia - (hopefully) contributes back some of the happiness that the scene has given me over the years. Greetz to Bjorn Lynne (Dr Awesome), Matt Simmons (4-mat), Chris Abbott, Tip and Firefox, Lizardking, Peter Salomonsen (from PMC), and all of the cool musicians, coders, and artists that have kept (and are keeping) the scene alive! ---------------------------------------------------------------------------- please note: this interview is ©opyrighted in 2003 by crown of cryptoburners ---------------------------------------------------------------------------- |
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