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- HTTX 1.1b
-
- Title: MYSTORY
-
-
- MY STORY
-
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-
- The most common question I get asked is "how did you get into writing
- computer game music ?" Well it had a lot to do with being in the right place
- at the right time !
-
- I come from a musical family anyway and as such was given piano lessons from
- the age of 7. Later on i began to get interested in computers and was given a
- Sincalir Spectrum for my birthday. I learnt to program in basic as many
- people have done by typing in programs from magazines and learning how they
- work in the process. I started to play around with sound, using the spectrums
- pathetic BEEP command to produce a series of tones which vaguely resembled a
- tune ! Later on in the life of the spectrum a music composition utility was
- produce called "WHAM! The Jukebox." This allowed 2 notes to be played
- simultaneously and gave me the scope to experiment further.
-
- The Spectrum 128K was then produced. I sold my old spectrum and saved for 6
- months to buy it along with a game called "Glider Rider!"First thing i did
- was to load the game and listen to the new sound capabilities of the 3
- channel 128K machine. I could not believe my ears! David Whittaker had
- produced a soundtrack which at the time was breathtaking to me. It used what
- Dave Whittaker termed "single channel chords" which alternated between the 3
- notes of a chord on one sound channel to create the illusion of more than 3
- notes playing simultaneously. I went on to compose a few very basic tunes
- using the 128`s PLAY command.
-
- I then bought a second hand Commodore 64 as i had heard of its great sound
- capabilities. Rob Hubbard was the guy responsible for producing some
- incredible tunes on the C64 and has probably been my biggest influence. I
- continued to experiment and sent in some tunes on a cassette tape to ELITE
- software. They returned them saying that although the tunes showed much
- promise, they were not quite up to todays commercial standards. Soon after, i
- was left รบ100 in a will, and come to think of it, if it wasn`t for my Aunty
- Anne who left me it I would not be in the possition i am now ! I sold all my
- equipment and bought an AMIGA !!!!!!..........
-
- I produced several tunes on the Amiga and sent them to a newly formed public
- domain software company called "17 BIT SOFTWARE." Martyn Brown who ran the
- company (and now TEAM 17 !) loved the tunes and released them on a PD disk.
- After several other 17 BIT releases I gradually built up support from many
- Amiga users until i was known enough to send out a demo to a real software
- company.
-
- I wrote the soundtrack for my first game in 1988 for Codemasters software,
- run by the famous Darling brothers. The game was Nitro Boost Challenge and
- didn`t do particularly well. I went on to write music for many other
- codemasters games, including the now famous DIZZY series. I did work for
- other companies too such as Thunderbirds for GRANDSLAM which was a big hit.
-
- Martyn Brown from 17 bit, decided to set up a software company called "TEAM
- 17 LTD", which is now one of the most successful games companies in Europe. I
- produced the music for their first game, "FULL CONTACT" which received rave
- reviews for the sound in all the magazines, although the game was not quite
- up to TEAM 17`s subsequent releases. Next up was ALIENBREED, one of the best
- selling games ever for the Amiga.
-
-
- Enter the TEAM 17 web site and read all about TEAM17
-
- I am now Europes most successful freelance game musician and sound effects
- producer. I support many other machines, such as the PC, SNES & MEGADRIVE and
- made enough from my TEAM 17 work to build a home studio which i use to write
- music for CD ROM games and my own CD releases.
-
-
- o BACK TO HOMEPAGE
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