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
