HTTX 1.1b Title: MYSTORY MY STORY ----------------------------------------------------------------------------- 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 £100 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