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		<title>Ymgve at 20:21, 8 June 2010</title>
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				<updated>2010-06-08T20:21:12Z</updated>
		
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;---------------------------------------&lt;br /&gt;
                *  Interview: Gremlin/Beyond Force  *&lt;br /&gt;
---------------------------------------&lt;br /&gt;
Welcome dear reader to the interview section.&lt;br /&gt;
You may have enjoyed some of the previous&lt;br /&gt;
personalities interviewed already this edition, this&lt;br /&gt;
one doesn't make an exception in the quality&lt;br /&gt;
entertainment standard either.&lt;br /&gt;
 &lt;br /&gt;
Being in the scene for over a decade, he is a&lt;br /&gt;
programmer of exceptional ability.&lt;br /&gt;
From the roots of the Finnish elite, he has helped&lt;br /&gt;
produce many demonstrations on C64 for the&lt;br /&gt;
established group, BEYOND FORCE.&lt;br /&gt;
 &lt;br /&gt;
Proudly presenting to you, BF's main programmer..&lt;br /&gt;
 &lt;br /&gt;
                       &amp;amp;gt;&amp;amp;gt; GREMLIN of BEYOND FORCE &amp;amp;lt;&amp;amp;lt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
D - Domination&lt;br /&gt;
G - Gremlin/Beyond Force&lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
Hello Gremlin and a warm welcome to the DOMINATION&lt;br /&gt;
magazine.&lt;br /&gt;
You are quite known already in the C64 scene, but some&lt;br /&gt;
may still be unfamiliar with you, please introduce&lt;br /&gt;
yourself to the audience..&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
Okay.. I'm Gremlin of Beyond Force, my real name is&lt;br /&gt;
XXXXXXXXXXXXXXX, i'm 21 years old and studying&lt;br /&gt;
computer science in Helsinki University of Technology&lt;br /&gt;
for the third year after passing my second year&lt;br /&gt;
doing my military service.&lt;br /&gt;
In case you didn't know, Helsinki is ofcourse the&lt;br /&gt;
capital of Finland.&lt;br /&gt;
(btw: you can check my homepage at:&lt;br /&gt;
                      XXXXXXXXXXXXXXX&lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
You are probably best known for your work in&lt;br /&gt;
Beyond Force, but could you please give us a history&lt;br /&gt;
on when you first entered the scene and what groups&lt;br /&gt;
and events have happened up until present time..&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
I got my C-64 more or less a decade ago in 1986 and i&lt;br /&gt;
got interested in all these crackers and demo groups&lt;br /&gt;
pretty soon. I followed the scene a pretty long time&lt;br /&gt;
before i picked on doing something for myself.&lt;br /&gt;
It was much of just swapping wares and admiring the&lt;br /&gt;
work of various people like Finnish Gold and the rest.&lt;br /&gt;
I really wasn't in any group back in those days. It was&lt;br /&gt;
in the beginning of 1990 when we started a group&lt;br /&gt;
named Cursor with a few friends (Doom, Barracuda&lt;br /&gt;
and some others) in my home town Savonlinna.&lt;br /&gt;
I'm not very proud of these products we did release&lt;br /&gt;
during the early months of 1990, but we were pretty&lt;br /&gt;
productive and started to get an idea of the&lt;br /&gt;
capabilities of the machine. At the time me and my&lt;br /&gt;
friends were not anymore very impressed by all&lt;br /&gt;
multiplexers and rastersplit routines the demos were&lt;br /&gt;
full of at the time. Instead we were very impressed by&lt;br /&gt;
demos from Horizon, Beyond Force and Origo, just to&lt;br /&gt;
name a few..&lt;br /&gt;
Most of the time they included very innovative and&lt;br /&gt;
original stuff, which seemed to lift'em to another&lt;br /&gt;
level from the masses.&lt;br /&gt;
 &lt;br /&gt;
In May 1990 we changed the name into Dream, a Danish&lt;br /&gt;
section was formed, some people stopped the scene&lt;br /&gt;
and some joined (like Slayer who is in Origo these days)&lt;br /&gt;
Dream released a few demos during the summer 1990&lt;br /&gt;
(Destruction 1 &amp;amp;amp; 2 which were cided by me and some&lt;br /&gt;
other demos by the Danish section).&lt;br /&gt;
In the fall, me and Slayer were offered to join a brand&lt;br /&gt;
new group called Topaz Beerline, which hadn't really&lt;br /&gt;
done anything yet, but the people behind the name were&lt;br /&gt;
former members of Browbeat and some others.&lt;br /&gt;
The main man behind the group was Coax of Topaz, who&lt;br /&gt;
tragically died in an accident in the Spring 1991.&lt;br /&gt;
Our first release in Topaz Beerline was Warming Up&lt;br /&gt;
which was coded by me and D'arc of Topaz, the demo&lt;br /&gt;
was coded in a hurry just to establish a name for&lt;br /&gt;
Topaz and to let people know about us.&lt;br /&gt;
It was after this demo when Hazor of Beyond Force&lt;br /&gt;
asked me to join them (someone could talk about&lt;br /&gt;
recruiting).&lt;br /&gt;
I was ofcourse very excited to join a group whose&lt;br /&gt;
work i had watched with amazement - all those demos&lt;br /&gt;
like Phantasie, Charlatan, Splitter, Metamorphosis,&lt;br /&gt;
Insanity and Poor.&lt;br /&gt;
You really can't understand how amazing something&lt;br /&gt;
like Charlatan seemed at the time when there was no&lt;br /&gt;
Fli and to think what kind of mathematics were needed&lt;br /&gt;
to calculate metamorphosis or how the hell someone&lt;br /&gt;
could make two logos go over each other in dypp and&lt;br /&gt;
tech-tech with C64.&lt;br /&gt;
Before really joining Beyond Force i finished my last&lt;br /&gt;
demo parts released for Topaz Beerline in a demo&lt;br /&gt;
called Heating Up.&lt;br /&gt;
 &lt;br /&gt;
In fall 1990 we started to code a bigger demo for&lt;br /&gt;
Beyond Force.&lt;br /&gt;
It was to be released in the Easter 1991 at Horizon's&lt;br /&gt;
party which was eventually held in Huddinge, Sweden.&lt;br /&gt;
A lot of people showed up but the party wsn't the huge&lt;br /&gt;
C64 event it was the year before when Origo won with&lt;br /&gt;
an amazing Eldorado in a competition which many&lt;br /&gt;
(including me) consider &amp;quot;the competition&amp;quot; of the whole&lt;br /&gt;
existance of the C64 scene.&lt;br /&gt;
I mean in the Easter 1990 there were - everyone - in&lt;br /&gt;
the competition.&lt;br /&gt;
Well back to 1991 Horizon party - the democompo&lt;br /&gt;
turned out to be our success as we won with a demo&lt;br /&gt;
named &amp;quot;Anal Intruder&amp;quot; (the name really has nothing to&lt;br /&gt;
do with the routines), Flash Inc was second and&lt;br /&gt;
Panoramic Designs was third.&lt;br /&gt;
So the demo includes my first work for Beyond Force.&lt;br /&gt;
After that i have released various demos with many&lt;br /&gt;
friends from Beyond Force, there's a story behind&lt;br /&gt;
everyone of them, but if i start to write details, this&lt;br /&gt;
article will become way too huge. Instead i'll give you&lt;br /&gt;
some kind of list (demo name, where and when it was&lt;br /&gt;
released and the result in the demo competition).&lt;br /&gt;
Besides these demos are probably more known for all&lt;br /&gt;
the people in the scene.&lt;br /&gt;
 &lt;br /&gt;
Anal Intruder                Horizon '9   1       1st in democompo&lt;br /&gt;
Attack of Stubidos       Gathering '91      1st in democompo&lt;br /&gt;
Partytrap          Light&amp;amp;amp;Phenomena '92  2nd in democompo&lt;br /&gt;
Oh no more dots            Assembly '92     2nd in democompo&lt;br /&gt;
Attack of Stubidos 2    Assembly '93     2nd in democompo&lt;br /&gt;
Attack of Stupidos 3   Assembly '94      1st in democompo&lt;br /&gt;
Seven Years                  Assembly '95      3rd in democompo&lt;br /&gt;
Nothing but code           Assembly '96      2nd in democompo&lt;br /&gt;
 &lt;br /&gt;
The last five demos were entirely coded by me (except&lt;br /&gt;
the loaders and music-routines). So this gives you&lt;br /&gt;
some kinda picture (expecially if you haven't or have&lt;br /&gt;
seen the demos) of the events that have occured&lt;br /&gt;
related to demos that we have released in Beyond&lt;br /&gt;
Force.&lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
What jobs do you do on C64? and have you had any&lt;br /&gt;
jobs in the past that you no longer perform such as&lt;br /&gt;
music or graphics?&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
My main job is ofcourse coding and all the things&lt;br /&gt;
related to it like creating appropriate algorithms for&lt;br /&gt;
calculations and simplyfing the math to the level it&lt;br /&gt;
can be used with the very limited arithmetic and logical&lt;br /&gt;
operations of C64.&lt;br /&gt;
Besides coding i have always swapped a bit. Sometime&lt;br /&gt;
in 1990 i was very active with about 30 contacts and&lt;br /&gt;
sending stuff all the time, but since i have faded a bit&lt;br /&gt;
and nowadays it is very limited because i simply don't&lt;br /&gt;
have the time to do it (mainly because of my studies).&lt;br /&gt;
I also have drawn logos (especially when i was in Dream&lt;br /&gt;
if you can get hold of Destruction 1 + 2 you can see&lt;br /&gt;
some of my graphics).&lt;br /&gt;
Since those days i really haven't drawn that much,&lt;br /&gt;
mainly just concentrated on coding.&lt;br /&gt;
D)&lt;br /&gt;
What in your opinion should a demo contain to make it&lt;br /&gt;
appeal to the public and make it's standard above&lt;br /&gt;
average?&lt;br /&gt;
Are trackmos the way to go, traditional 'seperate part'&lt;br /&gt;
style or maybe a mixture of both?&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
I think that a demo serves it's purpose always if it has&lt;br /&gt;
a new idea. New ideas can really make up for&lt;br /&gt;
everything else. Also if a routine is made especially&lt;br /&gt;
fast (means made faster than anyone has ever done it)&lt;br /&gt;
it can make a demo great.&lt;br /&gt;
I always enjoy when someone has invented a new way&lt;br /&gt;
of making some routine and the new way is unusually&lt;br /&gt;
fast. Also average code linked with fab music and&lt;br /&gt;
terrific graphics can make a great demo.&lt;br /&gt;
When we get to the style of demos, trackmos are&lt;br /&gt;
definately the way to go. You can't compare old&lt;br /&gt;
multi part demos with trackmos. There is no way to&lt;br /&gt;
argue that. I also think that every trackmo should have&lt;br /&gt;
some sort of style which lasts from start to finish.&lt;br /&gt;
It makes the whole thing a lot more enjoyable.&lt;br /&gt;
I'd like to think i have managed to make something like&lt;br /&gt;
it in my latest demo &amp;quot;Nothing but code&amp;quot;, but it can be&lt;br /&gt;
very much different from it and better though.&lt;br /&gt;
 &lt;br /&gt;
Also i think you should think very carefully what you&lt;br /&gt;
write in your demos. And to write it right.&lt;br /&gt;
There's nothing  more annoying than bad english in&lt;br /&gt;
demos, though i have to confess that i have done some&lt;br /&gt;
demos i would like to write texts again.&lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
What would you say would be your personal greatest&lt;br /&gt;
achievement on C64? Is there a routine you want to&lt;br /&gt;
programme, but haven't yet done so?&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
This is a really tough question. Huh.. in assembly 1994&lt;br /&gt;
i thought that this was it. I had coded a demo all by&lt;br /&gt;
myself and also won the demo competition with some&lt;br /&gt;
routines i was really satisfied with at the time.&lt;br /&gt;
I couldn't do anything much better after it, i thought.&lt;br /&gt;
Later i thought that one thing the demo lacked was the&lt;br /&gt;
style of loader that is used in trackmos.&lt;br /&gt;
That's why i think that the best demo i have made is&lt;br /&gt;
&amp;quot;Nothing but code&amp;quot; which has routines which i'm just ok&lt;br /&gt;
with and the whole thing just works out well.&lt;br /&gt;
 &lt;br /&gt;
Actually there are a few routines of mine that are my&lt;br /&gt;
personal favourites. One is the 3-d starfield.&lt;br /&gt;
The whole main routine is in zeropage and it draws two&lt;br /&gt;
stars in one loop and the loop is below 128 bytes long.&lt;br /&gt;
I mean i optimised the thing so long and it seems even&lt;br /&gt;
nowadays impossible to make it run faster. (just try! I&lt;br /&gt;
haven't made a faster routine yet).&lt;br /&gt;
By the way it was released in the intro of &amp;quot;Party Trap&amp;quot;&lt;br /&gt;
and it can draw up to 170 stars/frame without music.&lt;br /&gt;
One other really optimised routine is in the final part&lt;br /&gt;
of &amp;quot;Attack of Stubidos 3&amp;quot; and imean with that the filled&lt;br /&gt;
vectors. The routine uses a lot of undocumented&lt;br /&gt;
commands and everything, including the 3d calculations&lt;br /&gt;
is in real time.&lt;br /&gt;
The third and maybe the most complicated one is the&lt;br /&gt;
texture mapping routine in my newest demo. It uses&lt;br /&gt;
very fast routines for one thing, but also the&lt;br /&gt;
algorithm is very optimised.&lt;br /&gt;
The program finds faster ways of calculating some&lt;br /&gt;
parts of new image when possible. It is really hard to&lt;br /&gt;
tell how it works exactly. I think it would require a very&lt;br /&gt;
article to list everything in detail.&lt;br /&gt;
One more thing about my latest demo. Many may wonder&lt;br /&gt;
why it takes only a few hundred blocks of disk-space.&lt;br /&gt;
This has nothing to do with the demo being short, it's&lt;br /&gt;
about one thing that i'm a bit proud of. My code is not&lt;br /&gt;
even packed, it just generates most of the code by&lt;br /&gt;
itself, actually all the unrolled loops are generated in&lt;br /&gt;
the beginning of a new part and almost all the tables&lt;br /&gt;
too.&lt;br /&gt;
So you can try to imagine how compact it would be if it&lt;br /&gt;
was packed, let alone crunched.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
What are your all-time favourites:&lt;br /&gt;
 &lt;br /&gt;
Cracker group: none&lt;br /&gt;
Cracker: none&lt;br /&gt;
Demo group: Finnish  Gold, Horizon, Origo, Blackmail&lt;br /&gt;
Demo: Contest demo  (released Byterapers party 1988)&lt;br /&gt;
Coder: Fcs/Fig, Solomon/Beyond Force, Kjer/Horizon&lt;br /&gt;
              Clf/Origo, Tnt/Beyond Force, Bx/Origo&lt;br /&gt;
Musician: Rob Hubbard, Rock/Finnish Gold, Jeroen Tel,&lt;br /&gt;
                   Zardax/Origo, Jch, Amj/Byterapers&lt;br /&gt;
Graphician: Gotcha, Electric/Extend, Orc&amp;amp;amp;Hd/Blackmail&lt;br /&gt;
Disk magazine: Mamba, The one and only &amp;quot;Sex'n'Crime&amp;quot;&lt;br /&gt;
Scene party: Horizon's easter parties through 1989-91&lt;br /&gt;
Sexual position: Heh you got it totally wrong here, it's&lt;br /&gt;
                               about person not about the position.&lt;br /&gt;
Food: Pizza, Hamburgers, A good beef in a restaurant&lt;br /&gt;
Drink: Grape lemonade, Beer, etc..&lt;br /&gt;
Woman: Can't pick one.. i like so many of 'em&lt;br /&gt;
Movie: Pulp Fiction, Trainspotting&lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
What programmers do you respect and why?&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
Well, it's really a tough question to answer.  But in&lt;br /&gt;
general i think programmers respect other&lt;br /&gt;
programmers, especially the good ones.&lt;br /&gt;
Sometimes they respect programming a bit too much&lt;br /&gt;
though. To some programmers there is nothing else but&lt;br /&gt;
code in demos. That's simply because programmers&lt;br /&gt;
know so well what is hard to code and if they don't&lt;br /&gt;
know how something is done, it always impresses them.&lt;br /&gt;
I myself think that demos are not just about coding,&lt;br /&gt;
even though my latest demo &amp;quot;Nothing but code&amp;quot;&lt;br /&gt;
features only coding. This is just simply because we&lt;br /&gt;
don't have any active graphicians nor musicians in&lt;br /&gt;
Beyond Force.&lt;br /&gt;
Besides i wanted to experiment how it would work out to&lt;br /&gt;
make a demo based only on coding.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
Have you ever been in a serious disagreement with any&lt;br /&gt;
other scener or group?&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
No not really. I get along with people pretty well usually&lt;br /&gt;
but you know sometimes some people irritate you so&lt;br /&gt;
much that you say things that shouldn't be taken too&lt;br /&gt;
seriously.&lt;br /&gt;
 &lt;br /&gt;
D)&lt;br /&gt;
The scene has gone into a slump compared with&lt;br /&gt;
previous glory days.&lt;br /&gt;
What do you think is the best hopeto rejuvinate the&lt;br /&gt;
scene, more games? more demos?? or?..&lt;br /&gt;
 &lt;br /&gt;
G)&lt;br /&gt;
The games are not very important, though it all started&lt;br /&gt;
with cracking them. Sure it helps if a lot of games are&lt;br /&gt;
being released, but the issue is to keep producing top&lt;br /&gt;
quality legal wares and to do it on a regular basis so&lt;br /&gt;
that a group doesn't come along and then cease to&lt;br /&gt;
exist the next day.&lt;br /&gt;
I mean there are many groups nowadays, but there is&lt;br /&gt;
not the feeling there used to be. One thing which should&lt;br /&gt;
be carefully considered is the new sections of old&lt;br /&gt;
groups - they shouldn't release just anything.&lt;br /&gt;
They should try to keep up the name, not to terrorize&lt;br /&gt;
the reputation.&lt;br /&gt;
In the old days when an elite group released something,&lt;br /&gt;
it really was cool every single time.&lt;br /&gt;
Though i have to admit that there are great teams with&lt;br /&gt;
great products even nowadays. Things have been&lt;br /&gt;
worse. One thing not to be overlooked is the releasing&lt;br /&gt;
of diskmags. I think they are very essential and they&lt;br /&gt;
keep up the communication between many old and new&lt;br /&gt;
freaks. Actually on the technical side, many mags are&lt;br /&gt;
really impressive. The thing they should really start&lt;br /&gt;
on doing is to lift the standard of their articles, which&lt;br /&gt;
isn't by no means an easy job.&lt;br /&gt;
                                                                               CONTINUED IN&lt;br /&gt;
                                                                              NEXT CHAPTER&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ymgve</name></author>	</entry>

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