Stereo Miami Slot Review & Free Instant Play Casino Gamee

Stereo Miami Slot Review & Free Instant Play Casino Gamee

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For the arcade fans. WOLF offers shoot-em-ups and arcade action. The other side can spend their time using brains rather than brawn in resolving the game.

Usually a company must sacrifice one group to satisfy the other. Dynamix manages to not only make everybody happy, but to do it in a slam being fashion.

We've convinced Dynamix to show off just how great their digitising system is by putting Y O U into one of the panels. Three lucky winners will be treated to a color photograph of themselves in a very enviable masculine situation.

Send in a 3 x 5" card with the answers to the following. All those with correct answers will then be placed into a clean Newsfield circular filing cabinet finally gives them an excuse to empty the trash , and three winners will be pulled out.

If selected—you will be informed as to how to take the color photo of yourself for the digitising. Still on the Avengers—who did Emma Peel's husband look like as seen at the end of Emma 's last episode?

Not to give the above away too much—but fill in the blanks of the following quote: I am not a number,. When reality just isn't enough—then it's time to pull back on the anti-laminar transducer and haul grau.

Take on the controls of a totally rictitious lission: Scour the miserable planet Earth in to power a thirsty fleet of intergalactic crafts.

Poor Willy needs to buy his girlfriend a gift, so it's off to dozens of warehouses to perform a little manual labor.

All he has to do is move around a few boxes until they cover all the dots. The problem here is not getting stuck with a box where it shouldn't be, or being left with nowhere to move.

Meanwhile, every step he takes is being counted. BOXXLE bases the score on the number of moves, rather than time -so strategic thinking becomes important.

Just move Willy with the joypad and off he goes, with any box he bumps against moving as well. The first few screens are tough enough, but it really gets hairy when you reach the upper levels.

Now the warehouses become two or three times larger the actual screen size is reduced to accommodate lots of boxes. A password function enables you to dive right into the higher sections once you've played them and recorded the secret codes.

A special option allows you to create up to three screens of your own—letting you make large or small "Warehouses" to befuddle your friends or yourself if you're not careful.

Part maze and part strategy, be prepared for lots of frustration—even with the onemove back up button. Which means avoiding the humans as you shuttle to and from the Mother Ship in low-Earth orbit, using maneuvering thrusters for docking.

Piloting will require concentration in order to maintain the delicate aerodynamic balance between the planet's atmospheric drag and your anti-gravity propulsion system.

Being near-invisible to their detection devices courtesy of a Stealth system insures you a good chance of pulling this off—the game's over should you be found.

Though not equipped with any weapons, any too-near aircraft could get the business end of your tractor beam Clsing new special effects and experimental graphic imaging techniques, UFO combines fantasy with the hard work of being part pilot and part sneak thief Earth is nobody's idea of a picnic planet for sure.

Plus the line of Scenery disks can be used here as well—creating a wholly new view on the landscape as seen from an interstellar perspective.

Created by the founder of Atari, Nolan Bushnell. A joystick controlled both speed and direction of flight, while the button on the tip fired a missile to blast your opponent to smithereens.

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More didactic deliberations from the man with a medical mission: This month Dr Mel looks at computers and mind-zapping. Part One dealt with computer-irradiated eyes, hair, skin and wombs.

But those of us who hide behind darkened spectacles, with more hair on our buttocks than our head, with skin like a pizza, and unable to conceive babies due to a quirk of evolution; those of us who use diffusion mesh on our screens and anti-static gunge on our fingers, we are still all under attack from computers because, gentle reader, computers are eating our brains!

The Society for the Abolition of Computers has branches in 12 countries, and recommends that machines be destroyed by any method within or outside of the law, because it seriously believes computers are a greater threat to humanity than the hole in the ozone layer, AIDS, Bob.

Professor Raymond Jefferson, of the London Institute of Human and Animal Psychology, has been testing out the latest Japanese home entertainment gismo nicknamed the Pleasure Dome, which uses exactly this technique.

His tests have found that the brain has a natural magnetic 'normal' state, which can be stimulated by tampering with nature, in much the same way as alcohol or heroin is used to give pseudo-pleasure.

But if this is true, what happens when we put the theory into reverse? What effects are the electro-magnetic emissions from computers, VDUs, printers, fax machines, modems, photocopiers and all the other electronic junk that we spend hours at a time near having on our brains?

Monkhouse or nuclear weapons. Computers have already been blown up in Italy and West Germany by groups fighting 'computer tyranny' and political hacking is now almost commonplace.

Before you dismiss this sort of technophobia as the Lunatic Fringe, let me present some more scientific facts about computer dangers: Are you sitting comfortably?

Mel's Second Law of Computing states: In other words, computers are driving us crazy, nuts, bananas, bonkers and clinically insanel.

Welcome to the Pleasure Dome Human brains and computer brains work using similar mechanisms, both based on minute electrical stimulations tickling instinct and memory.

The difference between machines and humans is that computers don't experience pain and pleasure, elation and depression; but we do.

Back in the Fifties, a husband and wife team named Olds and Olds proved that animal moods could be tampered with by electrical influence.

Mind you, they went about it in a pretty crude fashion by shoving wires into rats' brains! The rats got hooked on stimulating their own pleasure centres, and killed themselves with joy.

Since then human brains have been mapped with incredible accuracy. Dr Suzette Twelvetrees is 43, a full-blooded Cherokee Indian and she's in charge of the public information database in Lake Charles, Louisiana.

Don't laugh, she's probably right! E-M Stress Electro-magnetic fields are natural. The resonances between the Earth's molten core and the ionosphere pulse at around 10Hz, and they act as a sort of regulator for the time-clocks of all living creatures, including us.

Even our own human body cells divide according to these pulses. When the first astronauts left the planet, they came back suffering from withdrawal symptoms from the Earth s natural pulses.

Subsequently, these days all space-craft have artificial field generators on board producing good vibrations known as Schumann waves. Human beings can evolve very fast to adapt to most changes, and artificial electro-magnetic pulses simply didn't exist for our first five million years of existence.

But since about , artificial electromagnetic fields have been interfering with the planet's natural vibes. From to , the electromagnetic environment increased by a factor of 1, times.

From to , the level went up by , times. Since desktop computers came on the scene, the top estimate of this new form of radiation is put at an increase of 1,, The following data is fact.

The electric ring-main in the room where your computer lives is pulsing at 50Hz, which just happens to be one of the most harmful frequencies for the human body and.

Computer brain, thus causing stress. Your computer screen is sending out exactly the same pulse, but it's directed straight towards your brain and it's only a couple of feet away.

Of course, there isn't any way that we can measure an increase in the whole of mankind's stress since the advent of the micro, but for the past 15 years the Russians have been monitoring the effects of electro-magnetic fields and microwaves from computers on living cells.

Symptoms of computer-generated electro-magnetic stress are these, in general order of occurrence: One device is well known and available in every High Street, the other isn't.

It may not be very scientific, but at least I won't bullshit you. Here's my very personal verdict. They cost about one pence per week to run and are meant to combat 'headaches, nausea and fatigue in computerised offices'.

In theory, computers are sending out a constant stream of static, and these ionisers combat the process by 'balancing nature' and belting out negative ions.

The most noticable effect was that my monitor didn't get so filthed up by dust and fag ash, mainly due to the fact that the ioniser got crusted with grey furry pollutants which it seemed to suck out of the atmosphere.

But my eyes still hurt, and my brain seemed no sharper than usual, and no matter what the manufacturers say, there is no medical evidence at all to prove ionisers do any good whatsoever.

On the contrary, they are definitely NOT recommended for anyone with a dodgy heart and a pacemaker! They can certainly reduce static around computer monitors, but this has no effect on computer stress.

So any claims that ionisers combat mental strain are hokum. As for harmful specks of staticcharged dust in the air, they work just fine.

Anti-stress devices I have been testing two so-called anti-stress devices for the past four months, working in front of my old electro-magnetic radiation demon Amstrad PCW for about 40 hours a week.

I am only talking about a feeling of so-called 'wellbeing' here, and every morning when I switched on my computer. I made a note of how I felt in terms of alertness, tensions.

The when I finished with the computer, I'd go through the list again. Oh yes, and they can last indefinitely.

I tried one dinky little PAS that I carried around in my pocket, causing funny looks from my favourite wife, and another shelf-top model which I hung from the ceiling, causing funny looks from my favourite dog.

The idea of the machines is to straighten out my 'bioelectrical polarity and amplify my personal electro-field'.

Now I admit to not fully understanding all the theories. I found that I could work longer with better concentration, and next morning I didn't have to deal with so many tyxpning errers and inane waaaahngk-hngk ramblings.

Only a generation ago, nobody thought twice about killing themselves with cigarettes in lungs, pesticides in food or lead additives in petrol. A generation from now it is highly likely that we'll look back on computer generated hazards and wonder how we could ever have been crazy enough to accept them.

As for me, I've given my Amstrad to my favourite wife and am writing this on my Toshiba laptop. My favourite dog wins the ioniser, which is happily attracting doggy detritus.

I'm also hanging onto my test Anti-Stressors, and hope that nobody asks for them back. With many thanks to Robin Clarke for theoretical data on EM pollution, and the hardware for testing.

For the Mountain Breeze Computer Ioniser: Subtle Energy by John Davidson C. Is it really this hot? Why doesn't anyw h e r e sell L e m o n Tango?

But life's not all bad. Woolworth are selling Wotsits. Trevor Horn is still producing records. When starting the game hold down the HELP key and press the fire button.

You now have infinite lives and can move through the levels by pressing keys 1 to 0 and the minus key. If you try the above cheat on the latest version the following message is displayed: Congratulations you have found.

World Go through the door. Drop off the platform and through the waterfall. As the waterfall widens position yourself in the middle.

Once you've landed go through the door. Collect the tenth blade of grass for a potion. Now enter subspace and collect the coins. Go through the door and climb up till you meet Pidgit.

Get the magic carpet from Pidgit see last month's tips, World Transfer from the carpet to the beanstalk by keeping your finger on Up.

Jump across to the clumps of grass and pick the left blade. Enter subspace and collect the. There are two versions of the Amiga Silkworm. The only difference between them is that they have different cheat modes.

Watch out for the final chapter in next month's TGM. Continue right and go through the door. World Head right.

When you get to the POWs. Continue right and throw the POW at Snifit. Go down the ladder. Collect the bomb furthest to the left and blow up the left wall.

Get the next bomb on the left and rush right, off the end of the platform and throw it at the lower left wall. Repeat this till you've cleared a way left.

Go up the ladder on the left. Continue along the ladders till you find a cavern with three grass bombs. Drop the bombs over the edge as they are about to go off; with luck you should blow the wall on the left If you fail go up the ladder then back down and repeat the process till the wall's destroyed.

Go left don't climb right up the ladder and use the far left grass bomb to blow a hole in the floor of the right compartment. You now have infinite lives and can skip through levels as above.

Press C when the the right grass-potion to enter subspace and collect the mushroom. Return right, climb the ladder and go through the door. World Collect the far right blade of grass for a potion.

Collect the mushroom and coins. Beware of BombOmbs which explode unexpectedly. Go through the door. The grass blade second from the left hides a potion.

Collect this and enter subspace. Go through the door, then come straight back out again. If you're having difficulties getting past the baddies collect the POW.

Go right and through the door. Jump straight up the centre from platform to platform. Enter the room at the top and get the key.

Return to the bottom and go through the door. Drop down and proceed cautiously to the locked door. Climb to the top; several power jumps are necessary.

Climb up again watch out for the enemies till you get to a rope. Watch out for fire from the Pansers and climb.

Start the game and type Gorgonzola'. You get the 'Cheese mode activated' message. Just start playing the game again and you can increase the number of credits you have by pressing C.

After every burst of fire there are two from each plant transfer to the next rope on the right and keep climbing. Jump over Snifit and go through the door.

Once again start climbing up, watching out for the Sparks. Once onthe second of the three blocks power jump left into the shape thing and pull the grass.

Then continue upwards and through the door. Pick the grass and throw the shell along the upper platform. Follow it till it falls off the platform.

Continue right, get the crystal and go through the mask. To kill Mouser 2 you have to hit him five times. World Use Princess; this reduces the time that has to be spent on the ice which, is a big plus.

The first grass you find hides a potion. Use this when near the grass on the right. When you arrive at the cliff you find another two blades of grass The lefthand blade hides a potion.

Enter subspace and collect the mushroom and the coins. Then drop down below the three blocks of. The game then restarts and Robocop has infinite power.

Now restart the game. Press F1 for extra lives and F8 to skip levels. PC Engine Todd Lillo, Ohio To access four new course just hold down the following combinations of keys when on the title screen.

Once you have defeated him you are rewarded with two extra lives. To access the cheat mode, first ice and pick the grass.

Watch and enjoy the next bit. Go right, avoid the bad dream machines, collect the crystal and go through the mask.

World Definitely use Princess. Keep running and go through the door. Now is the time to use Princess. The Whales shoot water jets at you.

These are only fatal if you're hit by the side of one. If you land on the top of a water jet you can use it to gain extra lift. The last of the seven grass blades hides a potion.

Collect this and enter subspace; collect the coins. Go right Collect Shyguy from the top of a bad dream machine. Throw him to your right, collect the blade of grass for a potion then climb Shyguys back.

He now carries you across the spikes. Once they're cleared jump off his back and throw the potion. Enter subspace and collect the mushroom.

Take the left-hand blade of grass. Enter subspace and collect the coins. Go out through the door then. A cheat mode option appears.

Collect the potion hidden beneath the blade of grass then walk left till you come to a wall Enter subpace and collect the mushroom.

Go back to Ostro. Stand on his right. When he fires a mint imperial at you jump on and right across the sea. Go right till you come to a door.

If don't have Princess you must go through the door. Climb up till you come to another door, go through it.

Go down and then go through the next door. If you do have Princess you can take a short cut just by jumping over the gap. Now go right and through the next door.

Go through the mask to meet Fryguy. By staying at the top of the screen you should be relatively safe. Pick up a mushroom block and go to the right.

Drop the block when Fryguy is beneath you. Repeat this till he's dead. When Fryguy is killed he breaks up into four pieces. These pieces are deadly and home in on you.

Squash them with msuhroom blocks so you can progress onto the next world. For each level we've shown which keys to use and where to use them.

B — top of the stairs on the left beware of the trap: S — room after the small red doors this is a safe room to build up energy: R — the red house before the bridge: SG — allows you to leave the first screen.

Exit over the water. Level 2 R — first screen: LG — to the right of the barn: S — the bam: SG — the house under the bridge be careful, there's a trap on the bridge: B — the flat roof house left of the water.

Exit left of the crypt and over the water or to the right of the flat roof house. Level 3 SG — the flat roof house with the red door: R — right by the pool: LG — inside the flat roof house up the stairs you can also exit here: B — the large red house: S — at the top of the bridge.

Level 4 SG — left of exit: R — the red square house with the red door: B — the white building with the yellow bell: S — the pebble house with the bell on the right: LG — up the steps the crypt is also.

Exit left past the beach bridge. Level 5 SG — the yellow oval door: S — left of the pool: B — the church door: R — there are a pair of doors opposite each other; go through either door then exit the other end: LG — face the alley then go right, then through the door at the top of the stairs.

To exit take the large gold key, face the medallion and press fire. Level 6 B — the door with the shield: R — the door with the circle and star: S — the door in the hillside: SG — the door at the bottom of the stairs under the window: LG — same as the previous level.

To find the crypt go left passed the room with the circle and star on the door. The exit is in the same room as the large gold key.

Level 7 R — first screen: LG — to the right of the river: SG — far left: S — square castle once inside go straight up th stairs on the right: B — inside castle, middle door: The exit is on the right.

The crypt can be found to the right of the castle. At the start of the game invest ail your money in one of the three available companies: Keep a close eye on BakPharm because its value fluctuates rapdily.

The accounts update every time you receive an extra 15 C-Bills. When you have enough spare cash buy an SMG from the gunshop.

Then go to the citadel and enroll in weapons classes. Continue attending till you're proficient at using rifles and SMGs.

Now you need to buy some armour. Go to the armoury it's below the training centre and buy a flak suit. Training Missions Don't attempt these too quickly, give your investments time to grow.

Use a locust for this mission. Use a chameleon and let the computer take control Mission 4. Use a chamelon and control it yourself.

Stay in the forests and head for a lake — standing in these keeps your mech cool. Only use large and medium lasers while the enemy mech is out of range.

When it's close enough use smaller weapons and let him have it! Once this mission is completed go to the lounge and talk with Rick Atlas — he gives you something useful.

As 5 but try to split your firepower between the two enemy mechs. Try to keep them from both getting you in range at the same time.

Before you attempt this mission make sure you have your SMG. You should meet four Kuritan Jenner class mechs.

You don't stand a chance against these. Once your mech has been destroyed get out of the citadel and head for the Starport.

The Starport While on your way try to avoid skirmishes at all costs. If you are confronted target your weapon on the enemy who poses the most threat then try to flee.

Once you reach the Starport enter it through the mech park and head for the clothes shop ifs near. Buy some new clothes to conceal your identity and then go to the Comstar and check your accounts.

Make your way to the Inagural Hall. Enter, read the text then leave. Explore the city for a while, try to avoid combat, then return to the hall.

A party should have started. Here you meet a man called Rex. Outside he gives you several items. Then you are attacked. Head for the Comstar.

If you have C-Bills spare take them and head for the mech park. If you're short of money just hang around outside the Comstar till your account has built up.

You now own a fairly decent mech. Let Rex pilot it. The Crescent Hawks Head back to the shattered citadel, avoiding other mechs where possible, and enter through a hole In the north.

Find the barracks and go inside. Once inside you can play the holodisk Rex gave you. Leave the citadel and head for the city NE of the Starport.

Find the prison and free the captured Cresent Hawk. Then look for his mech in the pond at the back of the prison. You now have two mechs.

Visit the hospital and search the. A listing of the doors and codes to open them A R1, B3. Y11 D R13, B B33, Y10 F R After a while a doctor joins you he's another Cresent Hawk.

Then visit the Mechit-Lube and 'Ask to apprentice'. If you're lucky a technician joins you. You may not find both Hawks in the same city, so visit those closest to the Starport and keep going in and out of the hospitals and Mechit-Lubes.

Once your group is assembled, and you have enough money, allow your technician to take an apprentice course at a MechitLube and your doctor to attend a medical seminar.

This is important as both of these need to be experts In their respective professions. When you have a group of five check all your characters.

One may be a double agent. If you are uneasy about someone, go out and have a brief battle. He will be killed if he isn't in a mech. Then go and find his replacement.

Give your characters flak suits and good weapons as soon as you can afford to. Combat At the start of the game only take on humans and single mech and human units.

If you have enough money you can improve your mechs' firepower and armour by visiting the speedshops in a Mechit-Lube.

You can then take on more than one enemy mech with ease. Never be afraid to flee. Never let the computer control your mechs when fighting other mechs.

Go to the game settings menu and change the movement rate to 4 spaces per key stroke. Once you've found the hut go inside and read the text which appears.

If your doctor and technician are both excellent the inventor appears and repairs the holodisk. He also tells you that the Starleague Cache can be reached through a cave which lies to the SE — actually it's quite a way SE on a small island.

However, the cave only appears after you have successfully answered the Inventor's questions. The Starleague Cache The map of the Starleague centre shows all the code terminals, doors and important features necessary to complete the game.

The codes for all the doors are found in a list from A to K at the top of the map. In order to finish the game you must open all the doors, find the mech parts store and then go down to the Star map.

Here you must highlight the following planet: Pesht, Benjamin, Skye, Ryerson,. Then go to the terminal near the entrance ladder and you're given the white code.

Go and switch on the Hyperpulse generator and then go to the Hyperpulse itself. If all has gone well you see a short ending sequence.

For details please send a large SAE to: Ordering disks or less'' Use our credit card hotline. Access - - Visa Trade enquiries welcome. With 2, challenging words to sketch, will you dumbfound your friends with your doodles?

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But if you can't play an instrument you've got no chance, right? Using computers, even the most musically inept can produce something pleasing to the ear.

Over the coming months, TGM will be exploring all aspects of making music on your micro. Right from choosing your equipment to hints from the professionals.

Originally conceived as a means of connecting several synthesizers together so that playing the keyboard of one synth would also produce notes on the others keyboardists had complained that they couldn't get the 4fat' sounds they wanted just by playing one synth MIDI has since grown into an international communications standard.

Computer users were quick to see the potential of MIDI — instruments could be controlled from a computer allowing the user to do things not possible with their own hands.

So what do you need to start your own music system? Obviously your computer is going to be at the heart of the system. This will be connected to the music instruments via MIDI.

While MIDI interfaces are available for most home computers the lack of quality music software available for the 8-bits severely limits their use.

You really need to be using an ST. Once the computer's sorted out you're going to need some MIDI music equipment. There are instruments available to suit most price ranges.

However, there are some keyboards which also include multitimbral capabilities thus dispensing with the need for a sound module.

But before you get your music equipment singing in perfect harmony you need a sound knowledge of MIDI. There are three types of MIDI port: In, Out and Thru usually situated at the back of the instrument.

Information can only travel in one direction down any MIDI lead. The advantage of Thru ports becomes obvious when you want to connect several devices together.

Once you understand the function of each MIDI port, connecting several devices together is easy. This allows the computer and the MIDI device to send and receive information from each other.

The chances are you're going to want to connect several devices together and control them from one source ie, a computer.

This is where the Thru port comes into its own. The daisy chain network passes copies of MIDI messages from the computer to all the devices in the network.

You can expand the daisy network to any size but some devices create a brief time lag before sending information through the Thru port which can mess up synchronization between devices.

A much better way of linking devices together is the Star Network. This networking style eliminates time lag and is useful if your MIDI devices don't possess their own.

Centre Bytes Thru ports. Both of these networks allow the computer to talk to any or all of your MIDI devices at the same time.

The networks transmit information from the computer to all the devices in the system. There are often times when you want only one device to respond to a particular bit of information and the other devices to ignore it.

There are 16 MIDI channels. Each piece of MIDI information has a channel number included in it.

When a MIDI device receives information through its In port it first checks to see if it can receive messages on that channel. An 'O' shows that a feature is recognised or transmitted while an 'X' shows that the feature has not be implemented.

Compare the transmitted and received columns of each MIDI device along with the features of any music software you're using to see if they're fully compatible.

Here's a full explanation of categories on a MIDI implementation chart. Default is the channel s in use when the unit is So a computer can tell one first switched on, while Changed MIDI device to play a totally is the channel s to which the different tune from another unit can be set.

Poly allows the device A MIDI lead is a shielded, twistto play several notes at once ed-pair cable with a 5-pin DIN and continue playing until it plug at either end.

The shielding receives a MIDI message to protects the cable from radio frestop, or the number of concurquency interference which can rent notes exceeds the device's muck up your data.

You can buy polyphony. When set to Mono, MIDI cables from most music only one note is played at a stores but it's often cheaper to time.

Default indicates the mode make your own. Buy a couple of setting when the device is first 5-pin DIN plugs and a piece of turned on.

Messages indicates twisted-pair cable. Then solder it the modes that the device can all together just like the diagram.

Certainly leads should to when a request for an never be longer than 50 feet. The computer or synth may be sending out pitch bend messages but if your sound module isn't capable of receiving pitch bend data via MIDI then no end of fiddling will produce pitch bends.

Note number shows the pitch range the device is capable of transmitting and receiving. True Voice shows the range of pitches that the device's voices are capable of playing.

The harder you hit the keys on the keyboard the louder the sound gets — very useful for. Some synths don't feature velocity-sensitive keyboards but can recognise velocity information via MIDI.

This can be used to add vibrato or adjust volume levels. Monophonic aftertouch senses the overall pressure on the keys and adjusts the overall volume of the sound accordingly, while polyphonic aftertouch adjusts the volume levels of individual notes.

So if your device is capable of sending sustain pedal Information when the sustain peddle is pressed, the new setting is sent via MIDI to the receiving device.

If the receiving device is capable of responding to that control change it alters its settings accordingly. The manufacturer will list the controls that the device is capable of transmitting and receiving along with the.

True lists the range of numbers the device can respond to. So if a MIDI device uses a particular method of sound synthesis it can swap sound data with other devices that also use this method via System Exclusive messages.

The messages select a song, find a common starting place and tune the instruments should they need to be retuned.

Stop and Continue messages. Local control messages disconnect or connect a MIDI device from its own sound generators — useful if you wish to use your synth only as a mother keyboard.

Once the local control has been turned off the synthesizer won't make any sounds whenever its keys are pressed, instead all messages which would normally have an effect on the synth are transmitted via MIDI to a receiving device.

Sometimes a synthesizer doesn't receive a Notes Off message needed to turn off a note so it continues playing indefinitely. When an All Notes.

Off message is received any notes currently playing are turned off. After receiving the first active sensing message the first MIDI device expects to receive active sensing messages regularly.

If it doesn't it assumes there's a faulty connection and stops transmitting MIDI data. Not all devices implement active sensing but this won't cause any problems.

If a device is incapable of understanding active sensing data it ignores these messages. Almost any musical instrument can be a MIDI device.

Here a few details on the main types of MIDI devices available. Not to be confused with Single Keyboards which do not allow you to alter or create your own sounds.

The most popular low-cost MIDI instrument. Sometimes you may wish to add more synthesizers to your setup for a wider range of sounds.

If you already own a keyboard you don't really need another since extra keyboards are unnecessary and often expensive. A sound module is essentially a synthesizer without a keyboard.

There are sound module versions of most popular synthesizers which are normally a good deal cheaper than their keyboard equivalents.

A multi-timbral sound module is one that can play several sounds at the same time. Each of the sounds respond to information from different MIDI channels — so it's like having several synthesizers combined in one unit.

Many now include percussion sections so you can perform an entire multi-track composition with just one unit.

Seems a bit pointless? If you're particular about the quality of keyboard you play then one of these is a good buy. Most are velocity and aftertouch sensitive and have a better feel' to them than standard synthesizer keyboards.

The sampler can then retranslate this data to reform the sound. So you can record a drum sound into a sampler and then play that sound on a MIDI keyboard.

Samplers also allow a limited amount of editing. Sections of the sample can be cut or duplicated to extend the sound.

High quality samplers are really out of the budget range of most computer musicians often costing several thousands of pounds but Sample Players provide a cheaper alternative.

These units can play samples from high quality samplers but aren't capable of actually sampling themselves. Most are supported by a good range of library disks or ROM cards.

Also allows you to order these sounds into a rhythm track usually by tapping the rhythm on the drum machine's control buttons. Choosing your first MIDI instrument is always difficult.

Fortunately, TGM provides a helping hand with an unbiased look at some of the better bargains available to the firsttime buyer. DX27 , some of which are a bit pathetic.

However, there are plenty of voice editors and decent library sounds available so it could prove useful.

A good unit but lacking on the percussion side of things. Featuring linear arithmetic LA sound synthesis it is capable of producing some mindblowing sounds — you can bet that several songs currently in the Top 40 are be using a D The Roland MT is a low-cost multi-timbral sound module that uses a cut down version of LA synthesis that is still capable of producing some phenomenal sounds.

The unit comes complete with preset sounds; ranging from acoustic pianos to ethereal sounding synths, favourites include Fantasy and Warm Bell.

There is also a comprehensive rhythm section containing 32 percussion sounds including toms, cymbals and congas, thus dispensing the need for a separate drum machine.

Due to the way that the MT synthesizes sounds each sound is constructed from partials with up to four partials in any sound polyphony can vary considerably.

So if you use several instruments made up of four partials each the actual number of notes you can play at a time will be severely reduced.

The MT an ideal unit for the computer musician — simple to use but powerful. A built-in reverb unit makes this module even more attractive.

The only real disappointment is voiceediting — you can't. Not from the front panel anyway. If you're the type of person who likes to create your own sounds you'll need to buy some voice-editing software.

With preset sounds you can be sure of finding several to your liking. We particularly liked some of the string sounds The unit is six voice multi-timbral and six note polyphonic.

It also includes some neat keyboard features. When you set up the unit in multi-timbral mode not only do you have to choose what sounds you wish to use but also the note range of each sound and the MIDI receive channel.

If you set the same MIDI receive channel for each sound but different note ranges this gives you a keyboard split effect regardless of whether your keyboard features one or.

There's a good range of voice editors and plenty of excellent library sounds are available. If you're strapped for cash a CZ and a FB make an ideal low cost setup.

If you also set the same note range for each sound you can play all six voices on one note. If you choose the voices carefully this can result in some monster sounds.

The only drawback of using the MS6 like this is that you can only play one note at a time so you'll need another sound module or a multi-timbral keyboard to take advantage of this mode.

Fully under computer control each unit features only a master volume control on the front panel. It's six-voice multi-timbral with note polyphony — as it uses samples, you don't have to worry about how many partials each voice is using.

Definitely a good buy. It's voice multi-timbral and note polyphonic — more than enough for most applications.

The internal capabilities of the board include the option of playing 11 different instruments at once, along with FM synthesis and white noise generation.

A 34page manual is included along with a Jukebox demo on a floppy which provides 25 different tunes. Nevertheless, the price makes it an attractive all in one unit.

You get a five octave velocity-sensing keyboard, programmable arpeggio, chord play and harmony effects, a large set of percussion samples.

Featuring mini-keys it's capable of playing four monophonic notes across four MIDI chan-. What is needed, therefore, is a cheap beginner's pack which has everything included within one box.

Enter, stage left, the AdLib Personal. It features a fiveoctave mini-size keyboard, a tone bank containing a mammoth sounds as well 49 different percussion sounds.

Rhythm tracks are programmed by tapping a rhythm on the relevant keyboard keys. Not only do you get a good range of sounds but it's ten note polyphonic and multi-timbral.

One of the better low-cost single keyboards. So Roland introduced the D20 and D A page, ringbound manual is included.

AdLib describe it as a 'music editor'. There is an onscreen keyboard running down the side of the screen allowing you to experiment with note positions, which take the form of blocks and bars, without having to play the whole piece, a nice addition this.

You can alter the tempo, the instrument, volume, pitch and bend. Copy, cut and paste, and transposition commands are also available.

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