Thank you for examining Kinetic Music Machine ("KMM"). KMM is an algorithmic composing program, actually a type of real time programming language, called a direct manipulation metalanguage, that is specialized for MIDI. It is an excellent choice for driving MIDI lighting controllers, automated mixers, and any other MIDI controlled devices in addition to MIDI music synthesizers. The program was designed to be a flexible, open-ended working environment that is particularly suited to developing original material. It consists of an abbreviated menu, a multi-page workspace, and a "toolbox" of some 200 different computation functions, graphically represented as function "modules", complete with output and inputs. KMM is process oriented as opposed to the more traditional score or data orientation. This means that rather than playing back notes that have been previously entered as a score or a MIDI recording, KMM calculates notes "on the fly". Composing with KMM is an iterative process, of first making a simple "patch" (grouping of modules), then expanding it, refining it, and integrating it with other patches. Before running KMM for the first time, you must first run the INSTALL program. This installs the working KMM.EXE in place, in the same directory as INSTALL. This is done as part of the disk installation process, if you are installing from a disk. INSTALL will ask you whether you are using a MPU interface or a KEY serial interface. If you answer no to both, KMM will be installed with no interface, which lets you look at it and read the HELP screens, but it will not produce MIDI output. After you have selected the interface, INSTALL will run another program, SETKMM, which defines the various interface options. Most of these can be ignored, but you must select the proper interrupt line and MPU port and type if you have an MPU, or the correct COM port if you have a KEY interface. SETKMM can be run anytime to change the options. KMM has no manual in the traditional sense but it does have extensive online help and a set of interactive tutorials. The first thing you should do when you start KMM is to double click on the green HELP box in the lower center of the screen. This is an always-available graphical help file that will quickly get you oriented to KMM's menus and layout. In addition to HELP, whenever you pass the mouse cursor over any active area of the screen while KMM is running it prints a message at the bottom of the screen telling you about itself. After you have browsed HELP, the next thing you should do is run the tutorials by double clicking on the name in the file load box. If you take the time to work your way through each of the four tutorials, you will have mastered all the essential parts of KMM. This Unregistered version of KMM is fully functional but somewhat less convenient than the Registered version because it does not allow you to change the save name from within KMM. It is stuck on the name "TEMP." You can use the DOS command line to manually rename your work files without restriction, but if you are doing this, you are definitely ready to register. KMM is supplied as is. The author, John Dunn, disclaims all warranties, expressed or implied, including, without limitation, the warranties of merchantability and of fitness for any purpose. The author assumes no liability for damages, direct or consequential, which may result from the use of KMM. KMM is a "shareware program" and is provided at no charge to the user for evaluation. Feel free to share it with your friends, but be sure to give only the full package (including this file) not altered in any way, and not as part of another system. The essence of "user-supported" software is to provide personal computer users with quality software without high prices, and yet to provide incentive for programmers to continue to develop new products. If you find this program useful and find that you are using KMM and continue to use KMM after a reasonable trial period, you must make a registration payment of $79.00 to the author at the address given below. The $79.00 registration fee will license one copy for use on any one computer at any one time. You must treat this software just like a book. An example is that this software may be used by any number of people and may be freely moved from one computer location to another, so long as there is no possibility of it being used at one location while it is being used at another. Just as a book cannot be read by two different persons at the same time. Commercial users of KMM must register and pay for their copies of KMM within 30 days of first use or their license is withdrawn. Site-License arrangements may be made by contacting the author at the address given below. Anyone distributing KMM for any kind of remuneration must first contact the author at the address given below. You are encouraged to pass a copy of KMM along to your friends for evaluation. Please encourage them to register their copy if they find that they can use it. All users who register will receive a copy of the latest Registered Version of KMM by airmail. The registeration fee is $79.00 in US funds. You may register KMM through CompuServe (GO SWREG, Reg ID: 1994, or Author: John Dunn), or you may pay with your MasterCard or Visa by calling toll free 1-800-900-3070, or you may send a check or money order to: Software Tools for Artists 718 SW Alton Circle Port St. Lucie, FL 34953 Email address for technical support or to contact the author: CompuServe: 73642,1721 (John Dunn) Internet: 73642.1721@CompuServe.com