Corruption 04 ch05 Interview
From C64 Diskmag Wiki
welcome to the INTERVIEW of
this month. and like usual we
have another exclusive inter-
view, this month with:
MARIO VAN ZEIST
read it all, and enjoy it.
pk = paul kessels (atg)
mz = mario van zeist
-------------------------------
PK: please tell us something
about yourself.
MZ: i was born on 03-07-'67 in
oldenzaal (holland). with
my 13th year i started with
programming on a texas in-
struments 99/4a. 7 years
ago i changed to the c64.
my 1st group i've been in
called the AMATEURS. i
started to program a game
called atlantis, but i
never finished it.
PK: what happened before you
participated in the real
computer-scene?
MZ: like i told you, i started
on my friends ti 99/4a. i
had to write an administra-
tive program for a school-
inspector. the inspector
showed it to the board of
education, and that was my
1st real succes.
after the amateurs i have
been in the GOONIES. i
started to make 2 games:
GHOST'N'GOBLINS + GAUNTLET.
both games were after some
time already released by
ocean, so i never finished
them.
PK: some people are saying that
you're one of the better
or the best programmer.
what is your point of view
about that?
MZ: it's nice when people are
saying that. but thinking
about it myself, i don't
know.
PK: which games did you finish?
MZ: the most famous is HAWKEYE.
i also have made 2 games on
amiga, but i won't mention
you the names, they're too
bad. now i'm making some
other things on amiga.
PK: is it true that you have to
make HAWKEYE 2?
MZ: yes, but that's future.
PK: isn't it boring to make a
second hawkeye?
MZ: no, when the business is
going allright, it should
be stupid not making a
successor.
PK: what is the difference
between making demos and
making games?
MZ: i only made 2 demos in the
past, it was boring and you
couldn't get any profit out
of it. but the big diffe-
rence between making demos
and making games is that
you've enough raster-time
and enough memory by making
demos. by making games you
haven't always enough of
those.
PK: in hawkeye there was enough
raster-time left, but the
memory was full. if you
have had more memory, would
you have improved your game
because of you're lot
unused raster-time?
MZ: no, i wouldn't get more
profit out of it.
PK: what are you doing at the
moment?
MZ: i just made a copy-protec-
tion on FLIMBO'S QUEST on
c64 and amiga. it is im-
possible to copy it. and it
will be very hard to crack
it.
PK: many people are saying that
the 64 is dead. the softw.
companies won't make new
games because they can't
get any profit anymore.
what do you think about
that?
MZ: no i don't believe it. wait
till x-mas and you'll see
the 64 isn't dead at all.
PK: who do you think is the
best programmer?
MZ: JOHN TWIDDY: he's very good
in hardware, and it's a
good personal friend.
DAVID CRANE: he made about
30-40 games on the activi-
sion game-computer. really
great.
DAVE COLLIER: he made some
very good conversions.
PK: and who do you think is the
best graphic-artist?
MZ: ARTHUR VAN JOLE
PK: and the best musician?
MZ: MARTIN GALWAY.
PK: tell us what your future
looks like.
MZ: very sad: maybe there will
be some difference, but i
will continue making games
in the future.
PK: how did you get in contact
with the soft.companies.
MZ: the soft.companies found
me. i was on a commodore
meeting, and i showed some
examples. thalamus was
interested and in 2 weeks
i got my contract.
PK: are you working for germans
now? why are you living in
germany?
MZ: no i don't work for them. i
have here in germany very
many friends, and there are
nice girls there.
PK: what do you think about
this interview?
MZ: yes, i liked it very much.
THE END