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		<title>Ymgve at 21:36, 5 July 2007</title>
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				<updated>2007-07-05T21:36:51Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;welcome to the INTERVIEW of&lt;br /&gt;
this month. and like usual we&lt;br /&gt;
have another exclusive inter-&lt;br /&gt;
view, this month with:&lt;br /&gt;
&lt;br /&gt;
        MARIO VAN ZEIST&lt;br /&gt;
&lt;br /&gt;
read it all, and enjoy it.&lt;br /&gt;
pk = paul kessels (atg)&lt;br /&gt;
mz = mario van zeist&lt;br /&gt;
-------------------------------&lt;br /&gt;
PK: please tell us something&lt;br /&gt;
    about yourself.&lt;br /&gt;
MZ: i was born on 03-07-'67 in&lt;br /&gt;
    oldenzaal (holland). with&lt;br /&gt;
    my 13th year i started with&lt;br /&gt;
    programming on a texas in-&lt;br /&gt;
    struments 99/4a. 7 years&lt;br /&gt;
    ago i changed to the c64.&lt;br /&gt;
    my 1st group i've been in&lt;br /&gt;
    called the AMATEURS. i&lt;br /&gt;
    started to program a game&lt;br /&gt;
    called atlantis, but i&lt;br /&gt;
    never finished it.&lt;br /&gt;
PK: what happened before you&lt;br /&gt;
    participated in the real&lt;br /&gt;
    computer-scene?&lt;br /&gt;
MZ: like i told you, i started&lt;br /&gt;
    on my friends ti 99/4a. i&lt;br /&gt;
    had to write an administra-&lt;br /&gt;
    tive program for a school-&lt;br /&gt;
    inspector. the inspector&lt;br /&gt;
    showed it to the board of&lt;br /&gt;
    education, and that was my&lt;br /&gt;
    1st real succes.&lt;br /&gt;
    after the amateurs i have&lt;br /&gt;
    been in the GOONIES. i&lt;br /&gt;
    started to make 2 games:&lt;br /&gt;
    GHOST'N'GOBLINS + GAUNTLET.&lt;br /&gt;
    both games were after some&lt;br /&gt;
    time already released by&lt;br /&gt;
    ocean, so i never finished&lt;br /&gt;
    them.&lt;br /&gt;
PK: some people are saying that&lt;br /&gt;
    you're one of the better&lt;br /&gt;
    or the best programmer.&lt;br /&gt;
    what is your point of view&lt;br /&gt;
    about that?&lt;br /&gt;
MZ: it's nice when people are&lt;br /&gt;
    saying that. but thinking&lt;br /&gt;
    about it myself, i don't&lt;br /&gt;
    know.&lt;br /&gt;
PK: which games did you finish?&lt;br /&gt;
MZ: the most famous is HAWKEYE.&lt;br /&gt;
    i also have made 2 games on&lt;br /&gt;
    amiga, but i won't mention&lt;br /&gt;
    you the names, they're too&lt;br /&gt;
    bad. now i'm making some&lt;br /&gt;
    other things on amiga.&lt;br /&gt;
PK: is it true that you have to&lt;br /&gt;
    make HAWKEYE 2?&lt;br /&gt;
MZ: yes, but that's future.&lt;br /&gt;
PK: isn't it boring to make a&lt;br /&gt;
    second hawkeye?&lt;br /&gt;
MZ: no, when the business is&lt;br /&gt;
    going allright, it should&lt;br /&gt;
    be stupid not making a&lt;br /&gt;
    successor.&lt;br /&gt;
PK: what is the difference&lt;br /&gt;
    between making demos and&lt;br /&gt;
    making games?&lt;br /&gt;
MZ: i only made 2 demos in the&lt;br /&gt;
    past, it was boring and you&lt;br /&gt;
    couldn't get any profit out&lt;br /&gt;
    of it. but the big diffe-&lt;br /&gt;
    rence between making demos&lt;br /&gt;
    and making games is that&lt;br /&gt;
    you've enough raster-time&lt;br /&gt;
    and enough memory by making&lt;br /&gt;
    demos. by making games you&lt;br /&gt;
    haven't always enough of&lt;br /&gt;
    those.&lt;br /&gt;
PK: in hawkeye there was enough&lt;br /&gt;
    raster-time left, but the&lt;br /&gt;
    memory was full. if you&lt;br /&gt;
    have had more memory, would&lt;br /&gt;
    you have improved your game&lt;br /&gt;
    because of you're lot&lt;br /&gt;
    unused raster-time?&lt;br /&gt;
MZ: no, i wouldn't get more&lt;br /&gt;
    profit out of it.&lt;br /&gt;
PK: what are you doing at the&lt;br /&gt;
    moment?&lt;br /&gt;
MZ: i just made a copy-protec-&lt;br /&gt;
    tion on FLIMBO'S QUEST on&lt;br /&gt;
    c64 and amiga. it is im-&lt;br /&gt;
    possible to copy it. and it&lt;br /&gt;
    will be very hard to crack&lt;br /&gt;
    it.&lt;br /&gt;
PK: many people are saying that&lt;br /&gt;
    the 64 is dead. the softw.&lt;br /&gt;
    companies won't make new&lt;br /&gt;
    games because they can't&lt;br /&gt;
    get any profit anymore.&lt;br /&gt;
    what do you think about&lt;br /&gt;
    that?&lt;br /&gt;
MZ: no i don't believe it. wait&lt;br /&gt;
    till x-mas and you'll see&lt;br /&gt;
    the 64 isn't dead at all.&lt;br /&gt;
PK: who do you think is the&lt;br /&gt;
    best programmer?&lt;br /&gt;
MZ: JOHN TWIDDY: he's very good&lt;br /&gt;
    in hardware, and it's a&lt;br /&gt;
    good personal friend.&lt;br /&gt;
    DAVID CRANE: he made about&lt;br /&gt;
    30-40 games on the activi-&lt;br /&gt;
    sion game-computer. really&lt;br /&gt;
    great.&lt;br /&gt;
    DAVE COLLIER: he made some&lt;br /&gt;
    very good conversions.&lt;br /&gt;
PK: and who do you think is the&lt;br /&gt;
    best graphic-artist?&lt;br /&gt;
MZ: ARTHUR VAN JOLE&lt;br /&gt;
PK: and the best musician?&lt;br /&gt;
MZ: MARTIN GALWAY.&lt;br /&gt;
PK: tell us what your future&lt;br /&gt;
    looks like.&lt;br /&gt;
MZ: very sad: maybe there will&lt;br /&gt;
    be some difference, but i&lt;br /&gt;
    will continue making games&lt;br /&gt;
    in the future.&lt;br /&gt;
PK: how did you get in contact&lt;br /&gt;
    with the soft.companies.&lt;br /&gt;
MZ: the soft.companies found&lt;br /&gt;
    me. i was on a commodore&lt;br /&gt;
    meeting, and i showed some&lt;br /&gt;
    examples. thalamus was&lt;br /&gt;
    interested and in 2 weeks&lt;br /&gt;
    i got my contract.&lt;br /&gt;
PK: are you working for germans&lt;br /&gt;
    now? why are you living in&lt;br /&gt;
    germany?&lt;br /&gt;
MZ: no i don't work for them. i&lt;br /&gt;
    have here in germany very&lt;br /&gt;
    many friends, and there are&lt;br /&gt;
    nice girls there.&lt;br /&gt;
PK: what do you think about&lt;br /&gt;
    this interview?&lt;br /&gt;
MZ: yes, i liked it very much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            THE END&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ymgve</name></author>	</entry>

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