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