A frustrated beginning
If only I'd learned to program properly when I was younger. I started pretty young, with my first professional game work happening when I'd just turned 16, but if I could have actually programmed the playroutine as well as writing the music I wouldn't have had to contend with the myriad of software and systems by different programmers and companies. I could have worked more quickly and probably earned more money until CD-Audio became the standard. It would have made my job at Psygnosis easier early on if I could have just spent a few weeks writing a player for whichever platform I had to use. It happened to some extent, but I wasn't yet a good enough programmer to do more complex stuff.In 1990, when I had just turned 16, I got a phone call asking me if I wanted to do the music on Last Ninja 2 on the Amiga. Now then, when I read other pieces about how other people got started in whatever they do, there's always very important stuff missing. Like when you read interviews with someone and they casually drop in "...and then I was signed by Sony". Woh there! Hold on a minute! How exactly did that happen? Telepathy? Did a Sony A&R walk past you in the street, smell that you could write music and then immediately pop a contract from his suit pocket? I always want to know how it got to that point. So for what happened in my case, you'll have to read Part 3, but for now, continue on...
It Begins
So...In 1990, when I had just turned 16, I got a phone call asking me if I wanted to do the music on Last Ninja 2 on the Amiga. Obviously I did want to because I'm not insane and thanks to the timing, the half-term holiday was coming up at school. For the week of that holiday, I went to the office of Consult Software in Birkenhead, sat there with a tape recording of the C64 music and converted it to the Amiga with Noisetracker. I got £40 per tune, which is the equivalent of around £90 today. They got a bargain, but 7 tunes equalled an amount of money I'd never comprehended owning before. It was brilliant. I splashed out on a joystick just because I had the money. I've still got it and it still works like new. :)![By Bill Bertram (Own work) [CC BY-SA 2.5 (http://creativecommons.org/licenses/by-sa/2.5)], via Wikimedia Commons The original ZX Spectrum](https://upload.wikimedia.org/wikipedia/commons/3/33/ZXSpectrum48k.jpg)

You've got an ST? State!
![By Bill Bertram (Own work) [CC BY-SA 2.5 (http://creativecommons.org/licenses/by-sa/2.5)], via Wikimedia Commons Atari ST image](https://upload.wikimedia.org/wikipedia/commons/thumb/3/39/Atari_1040STf.jpg/320px-Atari_1040STf.jpg)

Bad as the ST was for sound, Atari made the bizarre decision to add MIDI ports, which gave it a life in music far beyond what would be expected. Cubase and Logic originated on the Atari ST and it garnered a large following for general music production.
And that was pretty much my entire output for anything that wasn't an Amiga in the 8 and 16-bit transitional era. You might notice that luckily enough, tools were available for what I needed to do. Sadly, I never got to do any music for my beloved Commodore 64. Because I couldn't yet program. Because I had clearly not yet learned how to stop being an idiot.
Still to come: Psygnosis stuff, Amiga, The FM Towns, SNES, a failed Megadrive attempt, Playstation, PC, N64, beepy mobile phones.
Next Up: Part 3: Amiga, career-maker
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