microillusions
microillusions - wikipedia (information about the company on the open encyclopedia site. )
the microillusions booth at the january 1988 amiexpo show in los angeles, which filled half of one wall inside the westin bonaventure’s convention space .
microillusions was an american game developer and publisher active from the 1970ies to the 1990ies. they primarily released original games for the amiga. the company went defunct in 1990 .
many years later, i went over all the royalty statements i had gotten from microillusions, and discovered that there were lots of basic arithmetic errors in them — and not always in jim’s favor .
'' craps academy'' is $ 39. 95 for the amiga. microillusions is at 17408 chatsworth street, granada hills, calif. 91344: phone (800) 522 - 2041 .
demo from photon paint 2. 0 by oren peli program design by oren peli and yuval goldstein special brush effects: eyal piassetsky additional programming: amir zbeda copyright (c) 1987, 1988, 1989 bazbosoft! and microillusions
microillusions not only published games, but produced applications & computer peripherals for amiga, atari st and c64. it went bankrupt in 1990 / 91. hollyware entertainment was formed out of its ashes by ex - employee, david boyles .
part of microillusions' one to one series, which also included galactic invasion & fire power. games are characterised by split - screens & 2 player modem support (1200 baud only). distributed in the uk by activision. docs are contained in - game .
my financial relationship with microillusions was long and complicated. jim wasn’t a good businessman. that was not unusual for the software industry at the time, but there was so much wide - open opportunity that any half - competent person could start a software business and be moderately successful .
not so wholesome - sounding is the micro - vice series from microillusions, whose latest entry is'' craps academy.'' this too is an instructional program, with a booklet full of numbers and advice, but what chiefly distinguishes it is the sheer beauty of the amiga graphics .
one suspects that the real cause behind these failures and so many others was a nemesis of microillusions’s own making that also plagued many others in the amiga’s home - grown software industry: a simple lack of business acumen, and with it an associated tendency to place dreams before ethics. rather than belabor the point too much more personally, i’ll deliver david joiner’s take on jim steinert’s idea of running a business :
he leased an office for his new venture microillusions a few blocks from his store, and also picked up the lease on a small house to form a little software - development commune consisting of joiner and three of his friends, talented artists and / or programmers all. joiner describes the first year or two he spent creating inside that little house as “probably the best time of my life. we really felt like we were building the future. ”
microillusions also produces a realistic'' blackjack academy.'' a nice feature of both the craps and blackjack programs is that you can choose the rules of a favorite casino, or make your own.'' blackjack academy'' is $ 39. 95 for amiga, commodore 64 / 128 and apple ii' s, and $ 42. 95, with both 5. 25 - inch and 3. 5 - inch diskettes, for ms - dos computers .
while i’m very aware of the collapse of activision / mediagenic and the cataclysmic or near - cataclysmic effect it had on many smaller companies, there are mentions in amazing computing of microillusions being dropped before that happened. but as it happens, i’m going to be writing an article about the mediagenic bankruptcy very soon, so will keep an eye out for necessary revisions here. in the meantime, if you’d like to share a little more about your sources for this information, either here or via email, i’d certainly love to hear more .
classic rpg. the three brothers, introduced in the first game, have been teleported to a foreign country where they have to save the local people from evil powers spreading in the once peaceful lands. the graphics resemble those in
as you might already know, the dreamer' s guild went out of business while making the game, and towards the end, had to release it quickly in order for it to be released at all. therefore, a lot of things were missed, not finished, left half done .
you can find all sorts of quest items throughout the game, though you will not be able to do a thing with them. entire parts of the game were removed, such as the island of ion. the island where you are suppose to find the 3rd lost key! (the first key being the' tesseract key' that you can find in the game, giving you the option to travel in the astral dimension, the 2nd key is still unknown) .
the is a mentioning of the 3rd key is in one of the books that you can read in the game, the book is called
the three keys
, and goes as following :
the un - named key, sometimes called' ratom' s horrible bag' was used only once. found by the mage ratom in the land ione that once sat in farr' s northeast corner, the key first manifested itself as a bag capable of holding its own weight one million times over. ratom, ever foolish and arrogant, turned the bag inside - out to study how it worked. it slowly enveloped the entire land, threatening to ingest all of farr and the known universe. was it not for the party of the amorphous blob halting its expansion by sewing the bag up with the platinum string from the belly of the witch king, the un - named' s ravenous appetite may have destroyed even the eternals. the bag is thought to be destroyed, tossed into the acid eddies of the astral plane by the great warrior pylanthius .
alas, joe pearce, a major name in the dreamer' s guild, one of the main programmers, said :
in halls of the dead, my programming work was mainly on the island of ione, which sadly was never released with the game .
some piece of the island still remains in the game, but can only be reached by using a cheat item (see the cheats section) .
fta2 fansite (faery tale adventure ii: halls of the dead fanpage. includes information about the game, the dreamer' s guild, staff, special maps and walkthroughs. )
once upon a time, the people of holm lived happily and peacefully, protected by a powerful talisman. but one day, their land was attacked, and the talisman stolen. a brave warrior went out to investigate the talisman' s disappearance, but returned mortally wounded. before he died, he told his three sons that the talisman was stolen by the evil necromancer, and must be retrieved at all costs ...
is a role - playing game in which the player can assume control of any of the three brothers - julian, philip, or kevin. each of the three has his own strengths: julian is the archetypal melee fighter, philip has high luck and intelligence, while kevin is known for his kindness. should the player fail while controlling one of the brothers, the next one will replace him. each brother will be revived a few times when vanquished by an enemy, until his luck runs out, at which point he will die permanently .
much of the gameplay is dedicated to exploring the large world, interacting with non - playable characters and building up the brothers' combat abilities by participating in battles. the fastest - growing parameter is bravery, which is comparable to experience points and strength combined. each defeated enemy yields bravery points; as it grows, so does the hero' s vitality (maximum hit points), albeit at a slower rate. combat system is rather simple and is done in action style, with the player pressing a key or a mouse button while navigating the protagonist towards or away from the enemy. predating
, the game has a day and night cycle, and the main character has to eat and rest .
is notable for having a very vast world, usually considered the largest ever created for a video game at the time of its release. players can explore approximately 17, 000 screens of terrain. the world is also interconnected, i. e. there are no transitions between different types of areas. items can be dropped by enemies as well as found anywhere in the game' s world. there is also npc interaction and quests the protagonist can undertake .
with the notable exception of electronic arts, the established american software industry was uncertain what to make of the amiga in the wake of its initial release. impressive as the machine was, it was also an expensive proposition from a parent company best known for much cheaper computers — and a parent company that was in a financial freefall to boot. thus most publishers confined their support to inexpensive ports of existing titles that wouldn’t break the bank if, as so many expected, neither commodore nor their amiga were still around in a year or so .
the faery tale adventure is the story of three brothers who set out to save their village of tambry from an evil necromancer. their quest will require one or more of them — if you get one of them killed, you automatically take the reins of another — to traverse the vast world of holm from end to end, a process that by itself could take you the player hours of real time if journeying entirely on foot. whilst traveling, you must also fight monsters and assemble the clues necessary to complete your quest .
it’s difficult to convey using words just how lovely and lyrical your journeys around holm can be. even screenshots don’t do the faery tale adventure justice; this is a game that really must be seen and heard in action. here, then, is just a little taste, in which i take a magical ride on the back of a giant turtle to visit a sorceress in her crystalline lair .
if it’s difficult to fully describe the experience of playing the faery tale adventure using words, it’s doubly difficult to explain just how stunning it was in its day. note the depth - giving isometric perspective, still a rarity in games of the mid - 1980s. note the way that characters and things cast subtle shadows. and note how the entirety of the world is presented at the same scale. gone is the wilderness / town dichotomy of the ultima games, in which the latter blow up from tiny spots on the map to self - contained worlds of their own when you step into them. in the faery tale adventure, if it’s small (or big) on the outside, it’s small (or big) on the inside. i’d also tell you to note the wonderful music, except that i’m quite sure you already have (assuming you have the sound turned on, of course). seldom has music made a game what it is to quite the extent it does this one .
leaving aside the goal of actually solving the game, which is kind of hopeless — we’ll get to that in a moment — the faery tale adventure is all about the rhythm of wandering, following roadways and peeking into hidden corners as the music plays and day turns to night and back again. like another early amiga landmark, defender of the crown, and unlike far too many other games on this platform and others, it has a textured aesthetic all its own that’s much more memorable than the bloody action - movie pyrotechnics so typical of games then and now. play it just a little, and you’ll never, ever forget it .
that every bit of this vast world and all that makes it up — code, art, and music alike — was created virtually unaided by david joiner in about seven months never ceases to amaze me. this leonardo had found his niche at last :
it’s ironic because when i was growing up i was never able to focus on one single creative outlet and ignore the others — and this was considered a disadvantage. people would tell me that i had to learn to focus on one thing. otherwise i would never be successful, just be a dilettante. i struggled to find a profession which would use all of my skills, not just some of them .
david joiner all dressed up in his armor for the faery tale adventure package .
jim and i also differed in our approach to business ethics. he imagined himself to be a sharp dealer, and once boasted to me how he “saved money” in dealing with disk - duplication companies. you see, at the time there were companies which would do all the duplication work — that is, make copies of the floppy disks, print the packaging, and assemble the boxes. and many of these companies offered ninety - day terms — that is, you didn’t have to pay for ninety days, so you could use the money you made selling the product to pay back the duplicators. this made it possible to be an entrepreneur with very little startup capital, other than the sweat equity of writing software .
well, jim’s idea was that when the ninety days come up you simply refuse to pay — and then, eight months later when the duplicators eventually get around to suing you, you settle out of court for like one - third of the money. this same kind of playing fast and loose with the rules is what caused him to lose the hasbro [ sic. — i believe he means hanna - barbera ] contract, which up to that point had been an incredibly valuable asset to the company .
by then joiner had long since moved on to greener pastures in games and other forms of software development, although he would never again helm quite so impactful a project as the faery tale adventure. the writing had been on the wall for software leonardos even as he was creating his masterwork. working with a new development team who called themselves the dreamer’s guild, he did belatedly create halls of the dead: the faery tale adventure ii in 1997. in the tradition of its predecessor, it looked and initially seemed to play great, but showed itself over time to be half - finished and well - nigh uncompleteable .
( sources: computer gaming world of february 1988 and october 1991; commodore magazine of september 1989; amazing computing of august 1987, april 1988, june 1988, august 1989, october 1989, march 1990, april 1990, october 1991, december 1991, and april 1992; info of april 1992. the home page of david joiner (talin) hasn’t been updated since 2000, but was nevertheless very useful. still more useful was an interview with joiner done by amiga lore. )
the music at the beginning of the game is a distorted mess in this version, the only otherwise working one i could find. this is down to one of the few differences between the amiga 1000, for which the game was originally designed, and later amiga models — a sound pointer doesn’t get automatically set in the latter. if you just give it a moment, the music will resolve from dissonance to consonance and will play as it should henceforward. i think it’s kind of a cool effect, actually — but then i occasionally blast sonic youth, much to my wife’s chagrin, so take that with a grain of salt .
note that you will need to answer a few copy - protection questions at the beginning by using the map included in the zip .
for those of you who are hopeless completionists, i’ve also included with this zip the computer gaming world review that gives much valuable guidance on how to pursue your (otherwise almost certainly futile) quest .
by far the easiest way to get started in amiga emulation and to play this game and the other amiga games i’ll be featuring in this blog for quite some time to come is by purchasing cloanto’s amiga forever package. it makes the whole process pretty painless. ↩
i actually like that music bug, it reminds me of times, when i used to load ordinary ms - dos system files to fast tracker and used them as samples in my tracks .
anyway, if anyone is interested: music bug is fixed in whdload version of the game .
this comment may be “pathetic home team pride” and a narrow excuse for one, but it did get my attention seeing that david joiner had programmed the radio shack color computer before getting into the amiga. i still might not have dared bring it up save for a brief note in your “the future was here” that newtek’s tim jemison had also programmed the color computer; it at least lets me muse whether there was some particular attraction or advantage in moving from the motorola 6809 to the 68000 (and i’ve seen ads in “atari explorer” magazine by a company called michtron, who had also run ads in the color computer magazine “the rainbow. ”) “brand loyalty” could have been a tricky thing with personal computers in the latter 1980s .
in any case, i bought amiga forever a while ago and used to to get an emulator running, although i could definitely do more with it in the future .
there were a few color computer developers who migrated to the amiga, but i don’t think it was down to any similarities between the 6809 and 68000. it’s my understanding that the 6809’s assembly language was effectively a superset of the 6502’s, such that if you knew 6502 assembly you could program the 6809 quite effectively. i’ve never programmed the 6809, but i have the 6502 and the 68000, and they really are completely different architectures .
otherwise i have no great explanation. maybe a strange fondness for good computers that just don’t get no respect? no… probably just coincidence. : )
leaving aside the goal of actually solving the game, which is kind of hopeless [ … ] it has a textured aesthetic all its own that’s much more memorable than the bloody action - movie pyrotechnics so typical of games then and now. play it just a little, and you’ll never, ever forget it .
eh, well, i played it a little, and i pretty much forgot it until now, despite the fact that i think i still have the square - folder - type c64 package out in the garage somewhere with the disk in it. i always found games like this too difficult, too easy to get killed when you’re barely a few steps out of the starting town, or in some cases when your first adventures are still within it. (see also drakken, bard’s tale, knights of legend, etc .) i wonder now if this was a way to squeeze out more gameplay hours, though in my case it meant more things ending up on the shelf afterwards untouched after about 30 minutes’ play. (i guess i’m too much of a softie. )
fair enough… but i would suggest that this is a game that really needs to be experienced on the amiga. ; )
nice writeup. i bought the c64 version of this game from toys r us back in the day .
i remember being amazed by the graphics and scope – but the loading times, oh man .
minutes to enter a house, minutes to exit it. completely unplayable for an impatient kid !
“note the way that characters and things cast subtle shadows that lengthen and change position as the sun works its way around the sky. ”
i would say that not enough time passes in the video to make this clear, but, rather embarrassingly, i’m now not at all sure that the effect is present at all. (the shadows are, that is, but i’m not sure they really change position .) excised that bit in the name of erring on the side of caution. thanks !
“moments of wonder, like the first time you hitch a ride on that turtle you see above — or, even better, on a majestic swan — do crop up from time to time, but far too infrequently. the final impression is of nothing so much as a beautiful world running inside a marvelous engine that’s now just waiting for a designer to come along and, you know, write an actual game for it all. ”
you’re right that there’s a certain tension here, one that’s shared with a lot of other sprawling old - school games like the ultimas. i feel like the best compromise might be to go ahead and include some crazy, secret easter eggs to reward the hardcore, but to make them non - essential to victory. this way you create a game that’s solvable by everyone without destroying the joy of stumbling across the magical and unexpected for those people who want to plumb every depth and explore every nook and cranny. i’m no expert on console games, but i believe that nintendo tended to be quite good at doing this .
same here! interestingly, the first question on the amiga was always “make haste, but take…? ” i believe there were about 10 questions, and the answers tended to rhyme somewhat .
fight, might, right, night, knight, light, fright…. : )
great write - up! back then the graphics and music blew me away on the amiga 500 and they still do (sadly on a emulator these days) …. i even play this game now and then to bring back memories .
when i read the story about joiner and his struggles around his creativity i felt somehow connected, which even enforced my admiration to the game and creator. i’m also a creative guy and still searching for a project / way of living which demands on all my creativity (music, writing, drawing, love for pixel art, almost the same as joiner except for the programming :) ) .
coincidentally i’ve just started to do some research to transcribe some of the game tunes for acoustic guitar (complete with bass and melody, aka fingerpicking) and make them playable / soundable while i’m not playing the game. i probably will put it online when it is finished .
i’m quite a dreamer so a few days ago i thought even about launching a website / memorial for fta, where every single video, musical piece, game rom and art could be finded. or…. initiate a new version which stays close to the original, but with better balance and story line. but, you know, time is the evil man here. anyway, i would love to stay in contact with people and if anyone would initiate this kind of project i will be the first to offer help where possible .
a very fair and thoughtful appraisal of what probably was my favorite amiga game – it was for sure the one i spent most time on .
at the time i found the ultima series too geeky and zelda too gamey. and i certainly wasn’t interested in dungeon master or wizardy – those i found as unappealing as paper and pen rpgs. faery tale, however, was a breath of fresh air to me. the directness of a single - scale, seamless world: 17 000 smoothly scrolling screens which invited you to stroll around in the landscape of your childhood’s fairy tales! the music, of course, helped to make the experience intoxicatingly immersive .
graphically, too, it was way ahead. it made ultima iv look boring and it made the legend of zelda look crude. i find it mostly resembles ultima vii, which didn’t arrive until 1992, but it is also similar to chris roberts’s c64 rpg times of lore from 1988 (that game engine might be even more impressive than joiner’s) .
it is true that the breadcrumbs from time to time are very sparsely dispersed. i did manage to solve the game but i also remember that i had some help from a hint page in either commodore user or computer & videogames. some solutions struck me as far - fetched but i reasoned that they probably only seemed so because i had a pirated copy and hadn’t read the manual. i guess i was wrong about that .
by the way, i just finished the future was here and enjoyed it immensely. i enjoyed the platform studies of atari vcs and nes too, but found the writing styles of those two books just a little cumbersome (still very impressive works). i’d love to read a c64 platform studies by you !
sadly, the amiga platform never really stood a chance, commodore was a great technology company and horrible at marketing. the c64 is listed in the guinness world records as the highest - selling single computer model of all time .
it was activision / mediagenic that was failing, they lost a multi - year patent infringement suit, they were not paying the affiliated labels, and to make matters worse, before they filed bankruptcy, activision / mediagenic “stuffed” the distribution channels with software from every affiliate, collected the money from the distributors, and didn’t pay the affiliated labels. most affiliated labels went out of business when activision / mediagenic went under. those affiliated labels that tried to continue after activision / mediagenic bankruptcy were met with an insurmountable mountain of inventory “returns” from the distributors .
the hanna - barbara license; games, paint and animation titles that were being developed for pc / amiga / atari / sega / gameboy all died with activision / mediagenic bankruptcy as did many other titles in development by the activision / mediagenic affiliated labels .
oh, man! i had no idea so many of the software i remember from my childhood was the work of these guys. i never played fta, but remember discover, photon paint, and music - x — the latter two because my father paid for his amiga 2000 by making slideshows of available real estate for a local realtor, complete with synthesised sound track. iirc, he ended up using aegis sonix for its simpler interface, but i remember well fruit salad surgery and other demo songs included with music - x .
err, so * much * of the software. although i’m sure i’ll see other typos as soon as i click post .
a few days ago my husband was reading some other article about the faery tale adventure and asked if i remembered it. i said yeah, i never got very far, too easy to get killed early on and i had no idea what i was supposed to be doing; what about it? and he said “it was basically all talin’s work. ” cool, i thought, and figured you’d written about it a while back and i would look it up. well, i can see i commented here about two years ago and apparently i totally breezed by the fact that this talin is the talin i know. like, i have gone to parties and gaming afternoons at his house, know. not to name - drop, it’s just surreal for me to have figured this out! probably i missed the fact before because the photo in the armor doesn’t look terribly much like he does now – a lot less hair, for one thing – although now that i know who it is, i can see it facially .
this game gave me, my wife and – much later – my kids a huge amount of enjoyment. it does take a while to figure out what you have to do but it builds up and there are a few ways of going about things (i got the midnight meeting at the graveyard but missed the hidden desert city). i’ve never been an ace game player but did finish this and enjoyed the finale, when it seemed like the developer was having a bit of fun (it’s not obvious at first you have to turn around and go in backwards) .
fair criticism about some of the long walks. when you find the teleportation rings and later the swan, things move along a little faster. also fair comment about invincibility versus early extreme vulnerability. the suspense music loses its effect when you have too much strength further on in the game, as most of the attackers don’t pose much of a problem (archers are still a pain though) .
but the atmospherics are great. changing music and light with time of day, needing food and sleep, being able to swim depending on your strength, finding a raft on the river – and of course the turtle .
overall a ground - breaking game with its contextual music and unconstrained geography. but most of all the game, as you say, has some sort of magic – once you get into it – that stays with you .
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a chronological list of fun and interesting works that respect your time and won' t screw you over .
was a north american company based in granada hills, california. they supported the amiga computer and typically released the initial versions of their games for that platform. the company went out of business around 1990, after losing a prestigious hanna - barbera license due to a contractual breach. some of its former employees were instrumental in the foundation of the
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church of extacy - church of extacy - (ooowee, i am ready... !) 1992
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sony santa monica makes us care about kratos in this stunning revival of the series .
far cry 5' s story is a real let - down, but the action still makes for a solid co - op experience .
there are some elements around the edges that haven' t aged all that well, but burnout paradise is still a fantastic racing game .
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apple iigs: wolfenstein 3d v1. 1 (1997) (logicware) (fw )
system 3. 2 (1987) (apple) (fw) [ prodos 1. 3 ]
system 3. 2 (1987) (apple) (fw) [ prodos 1. 6 ]
apple iigs: ms dos tools v2. 21 (1994) (watson, peter) (sw )
doctype html public
- / / w3c / / dtd html 4. 0 transitional / / en
[ scripts for animated graphic adventures) is a byte - code compiler supporting a c + + - like syntax, used for creating animated adventure games .
- - hierarchical resource manager for managing game assets such as artwork and sound .
- - a dos - based widget toolkit for creating attractive - looking guis, with menus, windows, etc .
[ another integer rendering engine ] - - a rendering engine for fast 3 - d games, with support for perspective - correct texture - mapping .
html public
- / / w3c / / dtd html 4. 01 transitional / / en
coded by rck of urltoken - content © 1998 - 2018 hol team - online amiga database © 2002 - 2018 hol team - gen. in 0. 14s
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actually wagering your own money while you are learning how to play a game can be painfully expensive .
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each player is dealt two cards face down. a betting round ensues. three cards,'' the flop,'' are then dealt face up. these cards may be used by all the players in common .
to give an improbable example, if your two face - down cards were a pair of kings, and the common cards were a king, jack and 10, you would have three kings, a jack and a 10 as your hand at that point. at the same time, if an opponent' s face - down cards were both spades, and the flop consisted of three spades, that player would have a flush .
after another round of betting, a fourth common card,'' fourth street,'' is dealt face up, and, again after the betting, a fifth face - up card,'' fifth street,'' is dealt. after the final bets, if anybody is still in the game, the winning hand is the best five - card combination from the seven available cards .
although it is fun to play on its own,'' championship poker'' has been designed as a training vehicle to prepare you for the real thing. a sober 40 - page booklet presents detailed statistical information based on millions of computer runs. although no one would be expected to memorize all this information, it can serve as general guidance for building a winning strategy .
the program includes exercises in analyzing the table at a glance. then you can try out your new skills in one of two simulations: a seven - player friendly friday night poker game or an elimination tournament. these simulations do not represent the latest thing in computer graphics, but they are more than adequate for the purpose .
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'' championship poker'' is an excellent teaching program in a category that might, perhaps, be called educational software for adults. it is available for i. b. m. compatibles, the version i used, as well as the apple ii and macintosh. the suggested retail price is $ 34. 95. you could drop that amount of money in a flash at the card table .
'' strategic craps'' is another new program in the play and learn to win series. although the basic rules of the game of craps could hardly be simpler, the great variety of ways you can bet can be intimidating, particularly in a fast - paced casino situation .
'' strategic craps'' lets you play at a fairly rudimentary depiction of a casino layout. as with its poker cousin, you can invent and test various betting strategies. it is $ 39. 95 and is available for the same machines as'' championship poker.''
the earlier programs in the series were'' beating the house at blackjack'' and'' vegas video poker.'' all are produced by applications plus, which has the ironically wholesome address of 15720 harmony way, apple valley, minn. 55124; telephone (612) 432 - 5560 .
i' m too unpracticed a craps player to suggest which is the better teaching program, but there' s really no choice, since they run on different machines. judging from the sheer good looks of it,'' craps academy'' is an outstanding stand - alone game .
we are continually improving the quality of our text archives. please send feedback, error reports, and suggestions to archive _ feedback @ nytimes. com .
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the record company a & r; man is your enemy, right? after all, it' s only him that stands between you and a record deal. but technology has changed his job and your relationship with him .
financial quarter report follows... new sunday newspaper offers no threat to major monthly music periodical. if it' s news, it' s in newsdesk .
it' s old favourites time, with stock, aitken & waterman and sampling ethics the main topics of debate in mt' s letters page. is sampling really the aesthetic and ethic of the age ?
kawai k1: the sequel - kawai have added onboard effects and a new sound library to their popular k1 synth to produce the k1 ii. ian waugh likes what he hears .
building on the patterns explored earlier in this series, adding expression is the theme of this month' s drum programming column. nigel
reet
lord changes his accent .
not only will explorer 32 edit sounds on roland' s mt32, mt100, e10, e20, d5, d10, d20, d110, d50 and d550, it will also store edits in c - lab' s creator and notator sequencers. ian waugh is our man in la .
five years ago the blue nile released an lp that has had the music biz desperate for more. nigel lord waxes lyrical over emotional songs and ill - defined technology .
from a new british company comes a new atari st software sequencer that looks set to rival notator and cubase for power and versatility. the virtuous nigel lord boots it up .
midi controller data can have many uses such as adding
feel
to music after it' s been recorded into a sequencer. vic
megalomaniac
lennard explores this and many other applications .
following the success of the octapad and octapad ii, roland have come down - budget with a midi percussion controller to suit all pockets. simon trask scores a hit .
from his remixes of dance music through his record releases with la mix, les adams has specialised in making a lot out of a little equipment. his latest project is a solo lp, as simon trask finds out .
commodore' s amiga computer is the beneficiary of this impressive - and colourful - sequencing package. ian waugh welcomes the illusion .
what happens after midi? the question has often been asked but never answered. scott
compatibility
wilkinson looks into a system that incorporates midi and a whole lot more .
the vz8m is the latest application of the synthesis system behind casio' s popular vz synths. simon trask evaluates ipd synthesis in this age of digital development and analogue reincarnation .
ideally every synth and sampler editor would allow you to edit sounds while your sequencer is running. one that does is this desk accessory for the atari st. vic lennard opens the box .
someone whose career in music began before the invention of the tape recorder will have witnessed a revolution in music technology. peter ridsdale shares the experiences of a man who has spent a lifetime composing for pictures .
tired of digital parameter access synth editing, unimpressed by software editors? vic lennard looks at a system that allows you to use real sliders to edit your synths .
still suffering from a dearth of software, the powerful acorn archimedes computer has yet to gain acceptance in music circles - will this sequencer help it on its way? ian waugh checks it out .
music technology - copyright: music maker publications (uk), future publishing .
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white label social media plaform used by such clients as major league baseball, the association of tennis professionals, and the metal band slipknot .
innovative app and service facilitating mobile parking payments. direct link to app store .
advanced ui design and development for ios 5. unreleased. consulting on back - end architecture .
a unique, free app that alerts you throughout the day when you need to do tasks such as take medications or supplements, take work breaks, eat small meals as part of a weight loss or fitness program, or anything you want reminders to do frequently. direct link to app store .
innovative planning application that combines interactive diagramming with animation. originally developed for applied minds. for more information, see urltoken .
a unique productivity application that helps individuals manage tasks for which neither to - do lists nor calendars are appropriate. macworld magazine rated
four mice .
direct link to app store .
macworld magazine
editors choice: best graphics plug - in .
and
editors choice: best publishing utility .
photoshop compatible format plug - in for compression and decompression of high - quality images using patented fractal / wavelet compression technology by iterated systems, inc. genuine fractals is still available from onone software .
a comprehensive package of algorithms for the conversion between numerous modern and historical calendar systems. the algorithms were originally published in 1997 in the book calendrical calculations. updated and published in 2001 on cd - rom in the book calendrical calculations: the millennium edition .
java, webobjects, mysql, image processing with imagemagick, dynamic pdf generation with itext .
web presence and custom e - commerce, order processing, and inventory management system including innovative
digital stained glass creator .
note: the original urltoken site has been taken down and no longer represents my work .
personal insight system designed by richard geer. see urltoken for more information. direct link to app store.
microillusions , based in granada hills , california was a computer game developer and publisher of the home computer era ( late 1970s to early 1990s ) . microillusions , as a company , was a strong supporter of the commodore amiga and would typically release a title on that platform before porting it to others . the company went out of business in or about 1990 . 
microillusions, based in granada hills, california was a computer game developer and publisher of the home computer era (late 1970s to early 1990s). microillusions, as a company, was a strong supporter of the commodore amiga and would typically release a title on that platform before porting it to others. the company went out of business in or about 1990.
microillusions, based in granada hills, california was a computer game developer and publisher of the home computer era (late 1970s to early 1990s). microillusions, as a company, was a strong supporter of the commodore amiga and would typically release a title on that platform before porting it to others. the company went out of business in or about 1990.