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Handle: NZO
Real Name: Ray Norrish
Lived in: United Kingdom
Ex.Handles: Full FX
Was a member of: Dual Crew & Shining (DCS), Equinox (EQX), The Powerlords (TPL - The Powerlords Corporation)

Modules: 78  online
Interview: Read!
Pictures: n/a


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            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..
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    Handle: Nzo

    Group: Dual Crew & Shining

    Date of birth: 11/08/1967

  • 1-How did your interest for computers start? Which year was that?

  • In 1981, when computer studies was introduced to the UK syllabus, I had chosen
    computer studies as an option. We had a Research Machines RML380Z, an Acorn
    Atom(!) and a BBC micro (maybe later on).

  • 2-What machines did you previously have? What did you do with them?

  • My first machine was a BBC, which was great at the time. I wrote a text
    adventure in basic for part of my O Level exams. After school, I had a
    commercial programming job on the BBC, writing special software in ASM for
    very disabled users, but I had also discovered the C64, which unfortunately
    I only ever played games on. Later, I got an Atati ST, with which I immediately
    proceeded to write a flip screen adventure game on using GFA basic, only to
    have it repeatedly break down. I then got an Amiga, even though it was £100
    more expensive, but after seeing it for the first time.. I just thought...
    "wow.." I started learning the custom chips and did quite a lot of coding on
    this, but Since then of course, it's just PC... because I have to make a
    living :)

  • 3-For what specific reason did you end up making music rather than gfx, coding?

  • Although I coded before, during and after my Amiga music exploits, making music
    was really an accident. I stumbled across the original soundtracker by KB, and
    knocked up a "joke" tune in an afternoon. This joke tune later amazingly became
    the title for "Blood Money". GFX was never an option for some reason, as
    although I can sketch quite well, I was never able to do anything much at all

  • 4-Which composing programs have you been using? Which one in particular?

  • I always liked the tracker style format for writing music. I have used
    everything from typing in raw data for music, through to stave based programs
    like Aegis Sonix (who remembers that!?) but always would return to the good old
    tracker. On the Amiga, I used everything from the original ST1.0 through the
    various myriad versions, eventually settling on NoiseTracker. Other
    considerations (such as playroutines) also restrict which composing program I
    could use.

  • 5-With which module did you feel you had reached your goal?

  • Haha.. nowadays, I look back at some of the music I had made and it makes me
    cringe.. some people still like my old stuff because it reminds them of old
    times, but not for any artistic merit. I`d like to think that the "Killing
    GameShow" and the unreleased "Hero" were my best musical achievements.

  • 6-Is there a tune you would like not to remember? For what reason?

  • Many, I`d say. One notable example is "Captain Fizz".. I remember a magazine
    review which asked.. "was the musician on drugs?" I have no idea what I was
    thinking at the time, as it was total crap. Still, even Saint Rob dropped a
    few crap tunes in his time.

  • 7-In your opinion, what's the value of a music in a demo, game?

  • Paramount. The aural stimulation of appropriate music is essential. I used to
    hate it sometimes when the programmer / project manager would insist on a
    particular style of music, even though it didn't appear to fit the game.
    A good example of this is the music I produced for the psygnosis game
    "SpellBound".. This also affects your commercial viability, because you can
    become labelled as only being able to produce a certain style of music.

  • 8-At present, are you still composing? For professional or leisure purposes?

  • Not really. I recently embarked upon a project to remix some of my old tracks
    for a CD release, but was let down by a greedy studio who tried to twist the
    original mixing fee. It reminded me why I jacked in this particular line of
    work in the first place :)

  • 9-What do you think of today's pieces of music such as mpeg,wave,midi,etc...?

  • What can I say? They all have their place and uses as medium. Midi however,
    will always remain crap.

  • 10-Could you tell us some of your all times favourite tunes?

  • Ahh.. Although not a killer tune by most peoples reckoning, because it amazed
    me so much when I first heard it.. it sounded complete gibberish the first
    time I heard it.. a cacophany of sound that didn't make any sense - the
    Martin Galway Ocean Loading Music. Also, around that time I`d buy a game if
    it had "Rob Hubbard" on the sleeve. Almost all of his music on the c64 was
    pure class. If I had to pick a real favourite, it would depend on the time..
    early on, I would say Fred Gray's music for Mission AD on the c64.. awesome
    stuff. Early Amiga mods, has to be SLL. Later, Bit Arts demo mods for Red
    Sector, and most stuff by HeatBeat.

  • 11-Are you planning to make an audio cd with some of your music remastered?

  • See question 8. I will do "something", but when and where it will turn up, I
    don't know. I`ve been listening to some very nice remixes of my stuff made by
    other people, who are far more musically talented than I am.

  • 12-What bands are you currently listenning to?

  • I`m stuck in an 80's timewarp (probably because of my age). I do like the odd
    new track, but nothing specific to mention.

  • 13-What does/did the amiga/c64 scene give you?

  • Some good freinds for sure. Also, a stepping stone to a commercial career, even
    though it doesn't involve the games industry. These machines must have generated
    a huge group of people who went on to bigger an better things, as they really
    were the first mainstream computers that "groups" could participate in producing
    something. Surely, this must have an effect on everyone on the planet in some
    way or another. Me for one, looks back on those good old days, and smiles.

  • 14-Are you still active in the scene these days?

  • Not really. I still speak to many old friends from all those years ago, and
    thanks to the internet, people who I knew by name only I now converse with.
    There are many people from the old scene still highly active, although we are
    really getting on a bit these days!

  • 15-Anyone to greet? Anything left to say? Feel free...

  • Oh.. too many, and this reminds me of wrting old scrolltexts :)

    please note: this interview is ©opyrighted in 2005 by crown of cryptoburners

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