FrequentInterview.txt

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ォacサォc1サINTERVIEW WITH FREQUENT OF EPHIDRENAォサ
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ォc3サBy Zerox of Godsォサ
ォc2サォサォasサ
Real Name: Aasmund T. Johansenォサ
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Handle: Frequentォサ
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Age: 28ォサ
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Current: Musician of Ephidrenaォサ
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INTRODUCTIONォサ
ォc1サォサ
As  a  short  introduction,  please  tell  the  readers  a  few words about
yourself,  which  computer  scene  you're  a  part  of and what you want to
achieve in the scene.ォサ
ォc2サォサ
Hmmm... what to say? Been a member of Ephidrena since the start, 
having music and composing as my main function in the group. Have done 
tracks for several demos and intro during the years. Mostly for Ephidrena 
on Amiga, but I've appeared on some prods by Contraz, Kewlers, and 
Ym Rockers as well.. I concentrated on Amiga productions only 
until 2002 when I did music for an Atari productions as well. This year
I also contributed on my first pc release, although I've worked with 
several softsynts on Windows the last four years.ォサ
ォc1サォサ
When did you enter the scene and how did you first get attracted to it?ォサ
ォc2サォサ
My first introduction to the scene was in 1990. I had just purchased my 
first  computer, an Amiga 500 and were copying some games from a friend.
When finished with the X-Copy session, I was introduced to some crackintros, 
that lasted a lot longer than the ones included on the games. I was amazed when 
told that they where made by people, not so very much older than myself. 
They were called demos, and I decided to start collecting them.ォサ
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When it comes to music, I always liked to listen to music from various 
games I played on the C64, Msx, Sega Master system, etc. So when I was 
introduced to Soundtracker, my path was clear :) Although I got my first 
copy of it in 1991, I played a lot of games, and it wasn't until '93 I 
stopped laming and concentrated on composing for real.ォサ
ォc1サォサ
What do you find so fascinating with the scene?ォサ
ォc2サォサ
Hmmm.... In the beginning I was stunned by the fact that there where guys 
sitting at home and producing demos that were much more technically advanced 
than many of the commercial games released at the same time. But in those 
days, we didn't have such a big gaming industry. Nowadays we have companies 
with several hundreds of employees working with the same project. But 
since the demoscene has concentrated on making productions mostly for the 
scene itself, and not for the man on the street, I would say that the gap 
between the game industry and the demoscene is much bigger now than 
ten-fifteen years ago.ォサ
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Nowadays, I'm mostly fascinated by the fact that despite all the 
"scene is dead"  statements slagged around on threads, demoscrollers, 
diskmags, etc....demoevents are  held, demos are released and there are 
more than a thousand demosceners still around, making productions for their 
platform(s). Even today there are newcomers joining, and even some retired
old-timers are making a comeback or two. The scene is alive, and we are still
making wonders!ォサ
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GROUPSォサ
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Please tell us a few words about Ephidrena.ォサ
ォc2サォサ
A lot has happened since the start in 95, and writing about it here and 
now would take an awful lot of time, so I would recommend everybody 
interested to check out our homepage at ォc3サwww.ephidrena.net.ォサ
ォc2サォサ
Anyway, Ephidrena has existed as a group for ten years now, and we 
celebrated our anniversary  by having an internal party this summer. During 
the years we have been keeping the group active, I'm glad we have been able to 
keep the contact between everybody in the group,  despite the fact that 
not all of us are active any more. That is perhaps a reason in itself to 
celebrate?ォサ
ォc1サォサ
What's your all-time favourite group? And why?ォサ
ォc2サォサ
I'm afraid there are to many demogroups who have released a lot of 
quality production so I cannot manage to select any specific. Luxury 
problem perhaps? :) The Amiga scene is blessed with it.ォサ
ォc1サォサ
What's the next release we'll see from your group?ォサ
ォc2サォサ
A finished version of Loaderrors Gin & Tronic 4k from KG this year. 
(If it's not already been released.)ォサ
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DEMOSォサ
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Tell us about your favourite production.ォサ
ォc2サォサ
Again a luxury problem strikes me.... But since this is about Amiga prods, 
I would like to select Planet Potion. It's as close as you can get when it 
comes to perfection. At MS2002, the audience went wild when it hit the 
bigscreen.  And only 64k big....Magic!ォサ
ォc1サォサ
Do you think it's ok to include animations in demos/intros?ォサ
ォc2サォサ
Of course it is! Demos have always been about faking your skills :) 
Honestly, I don't see any problem using it. Combining it with coded effects
shines it up more than you will ever imagine. What would Substral, 
Concrete and J' have been without the small design anims?ォサ
ォc1サォサ
What do you think about nowadays demos compared to the demos you saw
when you first entered the scene?
ォc2サォサ
When I started to collect demos, Amiga was the state of the art, and 
the ultimate platform to make demos on. Nowadays it's a slow old dinosaur
compared to modern IBM-PC compatible computers. Such a change has 
influenced the newschool demos heavily. Old Amiga demos displayed world
records, while modern Amiga demos try to push lemonade out of a stone. 
I think each period has its glory, and its goldies.ォサ
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THE SCENEォサ
ォc1サォサ
Do you remember the first demo you saw and mag you read?ォサ
ォc2サォサ
I do not recall my first demo, but my first mag was Raw#4.ォサ
ォc1サォサ
What do you think are the good and bad sides of the scene?ォサ
ォc2サォサ
The good side of today's demoscene is that people of all platforms
respect each other. There are no childish wars that spoil the 
atmosphere at demoparties, which where a frequent plague at earlier 
parties.ォサ
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When it comes to the bad side, I think we have a bit too low a recruiting 
level in regards to newcombers. And I have no magic receipt how to make the 
demoscene more attractive for yongsters. Maybe because the way today's kids are 
introduced to the modern PC as a simple user, makes the way into 
3d/code/gfx/music more tricky?ォサ
ォc1サォサ
Do you have any special scene memory you want to share with the readers?ォサ
ォc2サォサ
My best scene memory is from TP99, when we won the democompo. I was so 
sure about TBL winning the compo and was taken completely by surprise 
when we where announced as winners.  When I rose up from the chair, 
Loaderror sitting next to me grabbed me and we ended up rolling around on the 
floor while the audience was laughing. The rest of the party was great,
and we had a great afterparty at the ferry back to Norway!ォサ
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MUSICォサ
ォc1サォサ
When did you decide to start composing and what was your very first module?
By  the  way has  it been released?  Which was the first module used in a
production?ォサ
ォc2サォサ
I focused on music making for real in 1993 and wrote only mod music until
1996, when I did my first XM tune. In 1998 I discovered Digibooster and 
did a lot of DBM music. Four years later I began working with softsynths
and most of my work nowadays is done with Reason. I also have done some
AHX tunes earlier, and after I bought an Atari Falcon in 2002 I've done
some tunes on it as well in various formats.ォサ
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My very first mod file was made in 91. Just some crap I don't have
any more, but I still remember how horrible it sounded.ォサ
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The first production from Ephidrena also included a tune made by 
me. A horrible release, never spread. (And thank God for that!)ォサ
ォc1サォサ
What's is your favourite own made module?ォサ
ォc2サォサ
Of those that are released, I prefer "Feel" which was used in the 
endpart of our demo Flux from TG99. The tune was originally much shorter
and made for a 64k intro which was never released. Some days before going
to TG, we started to get closer to the finish of the demo and we needed an 
endpart tune. I suggested using it, and we agreed to 
include the tune. So I started to make more parts and extended its length.
Today I'm very satisfied with the final result.ォサ
ォc1サォサ
What's your favourite module made by others?ォサ
ォc2サォサ
For some reason I'm still very impressed with the tune "Slow Motion" by 
Axel/Brainstorm. You can start listening to it again and again without 
getting tired of it. Perhaps the best diskmag tune ever? I'll vote for
it for sure!ォサ
ォc1サォサ
How  do  you  start  when composing a new tune?  Do you start experimenting
with  any  instrument, or do you first get a vague melody in your head which
you  want  to  realize?   And  do  you use this main melody to bring other
instruments and background themes in afterwards?ォサ
ォc2サォサ
I write music after what kind of sounds I produce in the softsynths I 
work  with. Actually, having the option of producing your own sounds and 
write your melodies in the same program are one of the main reasons  for 
making most of my music in softsynths nowadays. When tracking earlier, I was 
always in need of a sample CD for getting soundclips to use, and too many 
times I had to rip samples from other sceners to get the most out of my 
work. A shame really.ォサ
ォc1サォサ
You won both the 32k exe music compo with the tune "Vrien" and the high
quality  music compo with the song "Et stykke h蚣dverk" at the Kindergarden
party  2005  held  last  month.   How long did it take to finish those
tunes?  And how long do you usually spend on making a normal module?ォサ
ォc2サォサ
Its hard to say how long I use on a tune. Sometimes it's done within 
days, other times even more than a month. It depends a bit on what I 
want to obtain. If I start with a rather complex project, there is always a 
risk of spending more than a month before I reach my goal. Simpler projects 
usually take much less time. But it's also a question of how much time I
can spend on it if I have a deadline to follow.ォサ
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"Vrien" was developed in MaxYMizer on my Falcon, and I spent about two 
weeks on i...
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