// Workers AI · dad joke modeWhat did Team Hoi say? Hoi there
| Formerly | Electronic Audio Recordings (1988) Soft Eyes (1988–1992) |
|---|---|
| Type | Private |
| Industry | Video games |
| Founded | 1988 |
| Defunct | 2003 |
| Fate | Dissolved |
| Headquarters | |
| Products | |
Number of employees | 4 (1988–2003) |
| Website | teamhoi.com |
Team Hoi (originally Soft Eyes) was a Dutch team of video game developers that was active from the 1980s to the 2000s. It was formed by and consisted of graphics artist Metin Seven, programmers Reinier van Vliet and Pieter Opdam, and composer Ramon Braumuller. The team developed many games in the 1980s and 1990s, including Hoi, Cognition, Clockwiser, and Moon Child.
History
[edit source]Growing up in Bussum, Metin Seven (born in Brussels, Belgium) developed an interest in films, music and comics.[1][2] In 1985, he was part of a Commodore 64 demoscene group called the Bithacker Cracking Team (BCT).[3][4][5] In 1987, Seven got in contact with Reinier van Vliet (born on 28 August 1971), a programmer in Alphen aan den Rijn, through Arnold van der Veen Meerstadt, who responded to a newspaper advertisement where Seven offered his Amiga 1000 for sale to buy the then-recently released Amiga 2000. As early Amiga owners, Veen Meerstadt and Seven stayed in touch, and the former went to high school with Van Vliet and Pieter Opdam, who were already programming games for the Amiga. Van Vliet had already developed several internationally-released games by then, such as the Amiga game Bouncer, published by Diamond Software in 1987.[6] Seven's experience of playing Commodore 64 games like Impossible Mission inspired him to become a game designer.[7] He was looking for people to form a team, and wrote a letter to Van Vliet about it. Van Vliet and Opdam agreed, and they, along with Seven and Naarden-based composer Ramon Braumuller (born on 7 January 1972[8]), formed a team named Electronic Audio Recordings (E.A.R.),[9] aiming to produce music for computer games using their self-made music editor, SIDmon.[10] The team was later renamed Soft Eyes (also written as "SoftEyes").[11] Seven came up with the name, which was a pun on "soft ice" and a reference to visually appealing graphics, and inspired by other game developers using "soft" (from "software") in their names. Seven and Van Vliet travelled to London on weekends to establish contact with British publishers, including Ocean Software, Elite Systems, and Hewson Consultants, at the Personal Computer World Show and European Computer Trade Show.[11] Seven sent letters and demo diskettes to potential foreign publishers, since there was no game publisher in the Netherlands at that time.[12] However, they learned that the publishers were looking for developers of completed games in addition to music, so they became a game development team.[11]
In addition to developing their first games, Seven, Van Vliet and Braumuller were also active as members of the Amiga demogroup The Digital Force International (DFI), creating a popular series of a cappella raps in the form of tracker modules in Protracker, composed of vocal sound samples.[13][14][15] In 1990, Seven worked at Radarsoft, designing graphics for a Philips video wall at the Firato expo in the RAI Amsterdam, and Sleutelpositie ("Key Position"), a custom-made MS-DOS game for one of Radarsoft's clients. The assignments were managed by Cees Kramer and mediated by the Amsterdam-based agency Comic House. Seven worked at Comic House's studio on Mannetje and Mannetje, based on the photo comic of the same name by Hanco Kolk and Peter de Wit and broadcast on VPRO's Villa Achterwerk block from 1990 to 1994.[5][16][2]
Ragnov
[edit source]In 1988, Soft Eyes were developing their first Amiga game named Ragnov, a maze-based game in which the player was to control a character navigating a multi-directional scrolling environment using a jetpack. Ragnov had a split-screen multiplayer mode. They distributed a demo version of the game to several publishers. At the time, software distribution was done by copying floppy disks at meetings, sending them by mail, and via bulletin board systems. However, the game was canceled when Van Vliet lost all his source files due to a backup accident. Soft Eyes decided not to restart Ragnov and began development of Venom Wing in 1989. The game's concept was later repurposed for Hoi and Moon Child's third levels in 1992 and 1997, respectively, where the titular characters each use a jetpack to fly.[17]
SIDmon and Digital Mugician
[edit source]
Soft Eyes also developed two Amiga music editors in the late 1980s, initially for use in their own games: SIDmon, named after the Commodore 64's Sound Interface Device audio chip,[18][19] and Digital Mugician.[20][21]
SIDmon was the first music editor for the Amiga to use synthethised sounds alongside sound samples, the former of which consumed much less RAM than the latter, making SIDmon very useful for composing music in games. Seven wrote the manual for the editor. SIDmon was published in 1989 by the German company Turtle Byte, who never paid any royalties for it. Seven and Van Vliet travelled to the Ami Expo in Cologne to approach Turtle Byte regarding the unpaid compensation, but this led to nothing.[10][19] In 1991, Turtle Byte published an unauthorized second instalment of SIDmon with the help of programmer Michael Kleps (also known as "Unknown") from the demogroup Doctor Mabuse Orgasm Crackings.[19] Digital Mugician, which was more technically and visually refined compared to SIDmon, was published in 1990 by Thalamus Ltd. Seven wrote the manual for Digital Mugician and made some refinements to its user interface, developed by Van Vliet.[22] Version 2 of Digital Mugician featured a technique that allowed the four channels of the Amiga's Paula audio chip to be expanded with three extra channels using the 68000 CPU. This was achieved without the audible loss of quality associated with splitting the four Amiga audio channels.[20] The only other Amiga music editor that utilized the 7-channel technique was Chris Hülsbeck's TFMX editor, used to compose the music of Turrican II: The Final Fight, among others.[23]
Soft Eyes initially used SIDmon and later Digital Mugician to compose the music in their games.[18][20] Following its release, Digital Mugician was also used by other game developers, such as Codemasters for The Quest of Agravain.[21] Digital Mugician was reviewed by the Dutch Amiga Magazine for its June/July 1991 issue.[24] Many years later in 1998, Van Vliet developed a third music editor named Syntrax (also known as Jaytrax), released for Windows, Pocket PC and Symbian in the early 2000s. Syntrax used the improved hardware to generate more synthesised sounds.[25][26] Seven designed graphics for the intro.
Venom Wing
[edit source]Soft Eyes finished developing their shoot 'em up game Venom Wing (also spelled Venomwing and initially called Hawkind), and managed to attract the interest of Thalamus, which released the game worldwide in 1990.[10][27] Oliver Frey was commissioned to do the cover and advertising artwork.[28] The Games Machine gave Venom Wing a score of 80%.[29]
Borobodur: The Planet of Doom
[edit source]In 1992, Soft Eyes developed Borobodur: The Planet of Doom, released by Thalamus. It was one of the last games in which Van Vliet and Opdam would collaborate together,[10][15] the other being a racing game named Bump 'N' Burn, published by Grandslam Interactive in 1994.[30] Opdam would leave to work at Team17, where he would work on the Worms series.[10][31][15]
Hoi
[edit source]In 1990, Soft Eyes began development on Hoi, which was released for the Amiga in the summer of 1992, by Hollyware Entertainment in the United States and Software Business in Europe.[32][10][33][34] Hoi received positive reception from various international computer magazines,[35] including The One, which gave the game a score of 90%.[36] Around the time of the game's release, Soft Eyes, now renamed Team Hoi, was interviewed on national television in Club Veronica.[37]
After a US$ 200 advance, Hollyware promised that the next transfer would follow soon, but stopped paying royalties to Team Hoi. The developers decided to release a special freeware remix version for the AGA Amiga system range in 1993.[38][35][39][40]
Peanutbutter Power Game
[edit source]In 1992, Amsterdam-based agency Top Drawers commissioned Team Hoi to develop a computer game for Ogilvy & Mather, which had been hired by Calvé and Unilever. The game, titled Peanutbutter Power Game, was the first Dutch computer game made specifically for marketing and promotional purposes.[41][42] Because of the game's tight deadline, Team Hoi used the sprites of the titular character of their later game Moon Child as a template for the game's protagonist, Benny.[43][44] A commercial was produced, marking the debut of a young Lieke van Lexmond in the role of Anja, the girl playing the game. Van Vliet and Seven attended the shooting of the commercial. The Peanutbutter Power Game was played by children on the television programme Telekids, where players could win their height in stacked jars of Calvé peanut butter. Van Vliet and Seven attended the filming of the programme to boot up the game live for the children from the Amiga Assembler. The source code was later lost due to a backup accident.[45][42][46][47]
In 2018, the game was included in the national Dutch Games Canon.[48]
Hoi sAGA
[edit source]In early 1993, Team Hoi released the first two parts of a demo trilogy named Hoi sAGA for the new generation of AGA Amigas, Planet Groove and Mindwarp.[49][50] At the time, Commodore had not yet published documentation for the AGA chipset, and wanted to encourage developers to use the Amiga's operating system instead of programming the hardware directly. Van Vliet discovered new chip registers through experimentation and utilised them in the demos, such as an expanded "dual-playfield" mode with more bitplanes.[51][52] The third part, The Final Chapter, was planned to be released at The Party, but was not completed in time and was later released in January 1994 instead.[53][51][54]
Cognition and Clockwiser
[edit source]In 1994, Team Hoi developed two puzzle games, Cognition and Clockwiser.[55][56] Cognition was published by Divo, the Dutch publisher of Amiga Magazine,[57][58][59] STart, and later MacFan, while Clockwiser was published by Rasputin Software for the Amiga, MS-DOS and Microsoft Windows, the latter receiving positive reception from international computer magazines. CU Amiga gave Clockwiser a score of 82%.[60] The MS-DOS and Windows versions were programmed by Peter Schaap.[56] Rasputin failed to pay Team Hoi any royalties, despite the developers' formal demands.[10][61]
Moon Child
[edit source]In late 1991, Seven created the first concept designs for a small elf, who would become the protagonist for Team Hoi's next game, Moon Child.[62] In 1993, Team Hoi began developing Moon Child as an unofficial sequel to Hoi.[a] The game is a 2D side-scrolling action-platformer set in a science fiction–fantasy world, in which Moon Child is tasked with saving the planet Utopia from a destructive techno-virus.[68][69] The player controls Moon Child to guide him through four environmental worlds, each containing multiple themed levels. Moon Child avoids hazards and enemies while collecting "Dark Diamonds", 77 out of 84 of which are required to progress to the final level of the game.[68][69]
The visual look of Moon Child was inspired by Three Wonders' Midnight Wanderers and Ghosts 'n Goblins.[62] Seven initially had a darker story for the game in mind, in which Moon Child was to live in a Gothic castle. He designed artwork for the story in Imagine and Deluxe Paint.[70] Moon Child originally had more details and an elvish hat, but was redesigned to keep the character "minimalistic". His running and jumping sprites were animated using guides from Preston Blair's Cartoon Animation book as reference.[71] Moon Child's sprites were used as a template for Benny in Peanutbutter Power Game in 1992, due to that game's tight deadline.[43][44] The titular character from Hoi was planned to appear as Moon Child's sidekick, but was later scrapped.[72][62] The jetpack concept from Team Hoi's cancelled game Ragnov was repurposed for Moon Child.[17] Braumuller composed the title theme music.[63][64] He took inspiration from demoscene music trackers and producing house music with his brother Ruud Braumuller (b. 1967[8]) as "The R". He also performed the vocals and recorded them onto a VHS tape with an ADAT multitrack-recorder, then loaded the sample into Digital Mugician on the Amiga.[62][67] Other samples used in the theme included dialogue from The Adventures of Superman and Dragnet,[67] and a vocal from "Me and Baby Brother" by War, all lifted from the sample CDs Beats, Breaks & Scratches Volume 5 and Beats, Breaks & Scratches Volume 6 by Simon Harrris.[73] Moon Child himself would be included in Team Hoi's demo Hoi sAGA Demo III: The Final Chapter in 1994.[53][51][74]
The game was initially pitched to Psygnosis and planned for release on the AGA models of the Amiga platform, but was cancelled due to a lack of budget and the discontinuation of the Amiga.[65][75][76] In the autumn of 1995, Team Hoi switched to Windows during development, and made an agreement with Valkieser Publishing to start a game development division called "The Games Department".[b] The Amiga demo's graphics and engine were repurposed for an interactive "micro-game" for the Dutch educational TV series Typisch Techniek.[81][72] The developers used a high resolution of 640x480 pixels for Moon Child to allow for more detailed graphics, in contrast to other games in the 1990s which used a low resolution of 320x240 pixels. The game was programmed in C++ using Microsoft DirectX 5.0, running at a smooth 60 frames per second. Its components, including the levels, animations, and audio, were data-driven, generated by external configuration files (text and binary). The developers created an "actor"-based system for sprite management, in which every character had their own AI programming separate from the animation. The developers showed off the system by creating a walking construction helmet in Environment 2, nicknamed "Helmut". Due to Helmut sharing the same movement code with Moon Child himself, this allowed for the former to follow the latter by jumping from platforms.[72][66] The game's 3D cutscenes were written, storyboarded and directed by Seven and animated in Alias Wavefront on Silicon Graphics systems by Viktor Rietveld and Riccardo Russo.[82] Braumuller was hired as a freelancer to compose a techno arrangement of the theme and original music and sound effects in the CD-ROM audio format for the Windows version,[83][73] using a Roland Jupiter-8, an Elka Synthex, a Korg MS-20, a Dynacord ADS sampler, a Roland TB-303, and a Korg Wavestation[84] and recording it on VHS with the ADAT recorder.[85] Braumuller composed a track for the intro for the game's darker storyline, which went unused. Seven provided the vocals saying, "Game over!" in the track and Moon Child's grunt during gameplay when he hits an obstacle.[70]
Valkieser hired Seattle-based company ST-Labs to playtest the game,[86][64] and Van Vliet and Seven gave a lecture and a two-week workshop on game development at the Faculty of Art, Media and Technology of the HKU University of the Arts Utrecht in Hilversum.[1] Valkieser was also looking for international distributors for the game, with Sony and Fujitsu showing interest,[10][79] but later closed their publishing division, as well as "The Games Department", due to financial issues from a failed investment in the CD-i.[62][67] In September 1997, Moon Child was nominated for an EMMA Award at MIPTV's MILIA festival in Cannes.[87][88] CD-ROM Special praised the game's animations and gimmicks, describing it as "all really fun and, above all, remarkably easy to play".[77][68] The game was published by Valkieser in the Netherlands on October 4, 1997.[64][89][72] It received positive reviews,[75] but did not receive widespread critical attention. TV-Krant gave the game a rating of 9/10.[90] Around this time, Van Vliet and Seven gave a workshop to children during the annual Cinekid Festival at De Balie in Amsterdam.[91][92][93] Team Hoi were interviewed by the Dutch magazine Power Unlimited in 1998.[64] Despite its lack of an international release, pirated copies of Moon Child were later found to have been distributed worldwide.[62] Valkieser continued to exist for a few more years until it was absorbed into the facilities company United in 2002.[94]
On July 1, 2004, Klaar Mobile Entertainment released Moon Child on Windows Mobile/Pocket PC.[95][1] The music was composed by Stefan Alfrink using Van Vliet's music editor Syntrax.[95][96] The game received positive reviews.[97][98][99][100] In 2012, the game was released for iOS.[95] In 2018, it was released on the macOS App Store.[101] In April 2026, Seven sent the Amiga demo to the website Games That Weren't, who wrote an article about the game. The website also included a video with the theme song, which became viral on Bluesky, and led to Internet memes, videos and fan art of Moon Child and Hoi.[17][67] Retrospective commentary has generally described the title as a "charming" but obscure example of late-1990s platform design, praising its visual style and traditional gameplay while noting its niche status.[c] The game received a modern port via the source code,[105] titled Moon Child FE ("Friend Edition") and released by programmer Mors.[106] The source code for Hoi, Clockwiser and Digital Mugician was also released.[107][108][109] The port would be made playable on Mac by Mac Source Port.[110]
Brand Slakkenrace and Yin Hung
[edit source]Van Vliet and Seven left Valkieser to work at the Weesp-based company Spin Multimedia, where they continued their collaboration in the company's multimedia development department named Jaytown, developing games for commercial promotional campaigns among other things. Among the titles developed for Jaytown was Brand Slakkenrace ("Brand Snail Race"), a game for Brand Brewery released for WIndows in 1998 as a continuation of one of their commercials,[111][112][113][114] in which a snail plays the leading role. Seven returned to his freelance career after that. In 2003–2004, he collaborated one last time with Van Vliet, who by then was developing mobile games for the Amsterdam-based company Overloaded. Together, they developed Yin Hung for Overloaded on Symbian, which was used by devices like the N-Gage and Sony Ericsson.[115][116][117][118]
After Team Hoi
[edit source]Seven, Braumuller and Van Vliet remained friends, but split up and each went their separate ways in the 2000s. Van Vliet continued to work for Overloaded for some time, later shifting from developing mobile games to producing mobile applications for various companies.[119][10][120] Braumuller continues making music, collaborating with a partner on projects including commercials, documentaries, and videos by Minecraft YouTubers.[10][62][73] Seven worked as a 3D freelancer on projects such as VPRO's interactive animation series Tattletoons. He illustrated for various magazines, including PC-Active (1999–2004), Computable, Intermediair (2002–2005), Computer!Totaal (2004–2007), Elsevier Weekblad (2006–2014), Emerce, and Esquire. From the mid-2000s, he worked as a cartoonist for NRC Next (2006–2010) and NU.nl (2006–2013) under his company name and pseudonym "Seven's Heaven", creating the comic strip Seamour Sheep. In the 2010s, he designed and visualised toy figures for various international promotional campaigns. In the early 2020s, he was a Technical Artist for the Blender Foundation.[1][5][2]
Games
[edit source]Games and applications developed by Team Hoi:
| Name | Year | Publisher |
|---|---|---|
| Ragnov (demo) | 1988 | Soft Eyes |
| SIDmon | 1989 | Turtle Byte |
| Venom Wing | 1990 | Thalamus Ltd |
| Digital Mugician | 1990 | Thalamus Ltd |
| Borobodur: The Planet of Doom | 1992 | Thalamus Ltd |
| Hoi | 1992 | Hollyware Entertainment |
| Peanutbutter Power Game | 1992 | Calvé/Unilever |
| Hoi AGA Remix | 1993 | Team Hoi |
| Cognition | 1994 | Divo |
| Clockwiser | 1994 | Rasputin Software |
| Moon Child | 1997 | Valkieser |
| Brand Slakkenrace | 1998 | Brand Brewery |
| Yin Hung | 2003 | Overloaded |
Demoscene demos developed by Team Hoi:
| Name | Year | Publisher |
|---|---|---|
| Planet Groove | 1993 | Team Hoi |
| Mindwarp | 1993 | Team Hoi |
| Hoi sAGA III: The Final Chapter | 1994 | Team Hoi |
Notes
[edit source]References
[edit source]- 1 2 3 4 Seven, Metin. "Info". Seven's Heaven. Archived from the original on June 24, 2006. Retrieved April 30, 2026. Seven, Metin. "Info". Seven's Heaven. Archived from the original on February 18, 2012. Retrieved April 30, 2026.
- 1 2 3 4 "Metin Seven". Lambiek Comiclopedia. May 14, 2024. Retrieved April 30, 2026.
- ↑ Bithacker Demo, Bithacker Cracking Team, 1985.
- ↑ Mutants Muzix, Bithacker Cracking Team, 1987.
- 1 2 3 Seven, Metin. "Resume". Metin Seven. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "1987 - Bouncer (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- ↑ Weßling, Holger (November 25, 2020). Impossible Mission I & II: The Official Guide. Andrews UK Limited. p. 209. ISBN 9781789824575. Retrieved April 30, 2026.
- 1 2 "The R". Discogs. Retrieved April 30, 2026.
- ↑ Musicdemo, Electronic Audio Recordings, 1989.
- 1 2 3 4 5 6 7 8 9 10 Seven, Metin (December 28, 2002). "The Team Hoi saga • a true story". Metin Seven. Archived from the original on June 25, 2003. Retrieved June 19, 2026. Seven, Metin (December 25, 2007). "Hoi Saga". Metin Seven. Archived from the original on October 27, 2007. Retrieved June 19, 2026.
- 1 2 3 Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 5–6. Retrieved April 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 7–8. Retrieved April 30, 2026.
- ↑ Ode To Ramon 2, Digital Force International, July 29, 1989.
- ↑ Seven, Metin; Braumuller, Ramon (1988). Digital Force International Amiga raps. Internet Archive. Digital Force International. Retrieved April 30, 2026.
- 1 2 3 Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. p. 9. Retrieved April 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 10–11. Retrieved April 30, 2026.
- 1 2 3 Gasking, Frank (May 1, 2026). "Ragnov (Commodore Amiga)". Games That Weren't. Archived from the original on May 3, 2026. Retrieved May 1, 2026.
- 1 2 van Vliet, Reinier. "1989 - SIDMon (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- 1 2 3 Seven, Metin; Braumuller, Ramon (1989). SIDmon Amiga music editor - screenshots, music and software. Internet Archive. Soft Eyes. Retrieved April 30, 2026.
- 1 2 3 van Vliet, Reinier. "1990 - Digital Mugician (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- 1 2 Seven, Metin; Braumuller, Ramon (1990). Digital Mugician Amiga music editor - software, box, screenshots, music, manual. Internet Archive. Soft Eyes. Retrieved April 30, 2026.
- ↑ Soft Eyes (1990). Digital Mugician (Amiga) (PDF) (instruction manual). Thalamus Ltd.
- ↑ Hamza, Kati (January 1991). "Man and Superman". The One. No. 28. EMAP Images. pp. 40–42. Retrieved April 30, 2026.
- ↑ Dingemans, Ruud (June 1991). "Hollands einde aan Soundtracker monopolie". Amiga Magazine. No. 10. Uitgeverij Divo. pp. 71–72. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "2000 - Jaytrax (PC)". Proof of Concept. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "2003 - Syntrax (PocketPC, Symbian, Mobile)". Proof of Concept. Retrieved April 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 8–9. Retrieved April 30, 2026.
- ↑ Seven, Metin (1990). "Venom Wing ad in Zapp 64". Newsfield Publications Ltd. Retrieved April 30, 2026.
- ↑ Lapworth, Warren (August 1990). "Venom Wing". The Games Machine. No. 33. Newsfield. p. 39. Retrieved April 30, 2026.
- ↑ Grandslam Interactive (1994). Bump 'N' Burn (Amiga) (PDF) (instruction manual). Grandslam Interactive.
- ↑ "Reinier van Vliet - Domain Architect App Foundation at ABN AMRO Bank N.V." LinkedIn. Retrieved June 30, 2026.
Co-Owner, Soft Eyes. January 1988-January 1993. A company dedicated to making games for the Amiga. In this time we made three games and one music programme. Three of the games [Venom Wing, Digital Mugician and Borobodur: The Planet of Doom] were sold to Thalamus (a big English-based game company) and one of the games [Hoi] was sold to a big American publisher (Hollyware/MicroIllusions). The company was stopped since the co-owner [Pieter Opdam] decided to work in England for a big game company called Team17.
- ↑ Bunker, Alan (August 1992). "Action-Test: Hoi – Don't be a dinosaur! Get funk with Hoi from Software Business". Amiga Action. No. 35. Europress, International Data Group. pp. 58–59. Retrieved April 30, 2026.
- 1 2 Froholt, Joachim (September 8, 2016). "Interview with Metin Seven and Reinier van Vliet of Team Hoi". Spillhistorie.no. Retrieved April 30, 2026.
- ↑ Dyson, Marcus (August 1992). "Game Previews: Coming Attractions – Hoi (Hollyware)". Amiga Format. No. 37. Future Publishing. p. 43. Retrieved April 30, 2026.
- 1 2 Rufas Tenas, José Ignacio (May 10, 2024). "Hoi". Games Catalogue for Commodore Amiga. Vol. 3. Rufas Tenas Publishing. p. 360. ISBN 9798199960656. Retrieved April 30, 2026.
- ↑ Douglas, Jim (August 1992). "Hoi". The One. No. 47. EMAP Images. pp. 46–47. Retrieved April 30, 2026.
- ↑ Team Hoi in Club Veronica ─ broadcast January 12th, 1993. YouTube. Veronica. January 12, 1993. Retrieved April 30, 2026.
- ↑ Tamás, Polgár (April 17, 2016). Freax: The Brief History of the Computer Demoscene. CSW-Verlag. p. 78. ISBN 9783941287976. Retrieved April 30, 2026.
- ↑ Seven, Metin (1993). "Hoi Amiga game – AGA Remix". Internet Archive. Team Hoi. Retrieved April 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. p. 18. Retrieved April 30, 2026.
- ↑ Verdegaal, Emile (May 1993). "Calvé scoort met Peanutbutter Power Game". Eigen Terrein. No. 5. Unilever. pp. 6–7.
- 1 2 Wietse-Gamegeschiedenis (October 20, 2021). "Nieuwe spelletjes op TV: Games in Nederlandse televisieprogramma's in de jaren '80 en '90". Gamegeschiedenis. Retrieved June 30, 2026.
- 1 2 Seven, Metin (June 26, 2026). "Reworked Moon Child Sprites for Peanutbutter Power Game". Bluesky. Retrieved June 30, 2026.
- 1 2 Seven, Metin (May 18, 2026). "Peanutbutter Power Game". Bluesky. Retrieved June 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 16–17. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "1992 - Peanutbutter Power Game (TV/Ad)". Proof of Concept. Retrieved April 30, 2026.
- ↑ Seven, Metin (September 30, 1992). Peanutbutter Power Game Commercial. Internet Archive. JEF Produkties, Ogilvy & Mather. Retrieved April 30, 2026.
- ↑ "Peanutbutter Power Game". Beeld en Geluid. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "1993 - Planet Groove demo (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "1993 - Mindwarp demo (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- 1 2 3 Seven, Metin (1993). Hoi sAGA Amiga demo trilogy. Internet Archive. Team Hoi, The Flame Arrows. Retrieved April 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 17–18. Retrieved April 30, 2026.
- 1 2 van Vliet, Reinier. "1994 - Hoi sAGA III demo (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- ↑ Seven, Metin (March 1994). "The Party III: Deens computerspektakel". Amiga Magazine. No. 26. Uitgeverij Divo. pp. 64–67. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "1993 - Cognition (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- 1 2 van Vliet, Reinier. "1994 - Clockwiser (Amiga)". Proof of Concept. Retrieved April 30, 2026.
- ↑ Amiga Magazine staff (January 1994). "Cognition: Amiga Magazines groeispel". Amiga Magazine. No. 25. Uitgeverij Divo. pp. 92–93. Retrieved April 30, 2026.
- ↑ Amiga Magazine staff (March 1994). "Cognition: Het tweede level pakket". Amiga Magazine. No. 26. Uitgeverij Divo. pp. 60–61. Retrieved April 30, 2026.
- ↑ Golder, Dave (September 1994). "Game Reviews: Task Force, Turbo Hockey + Cognition" (PDF). Amiga Power. No. 41. Future Publishing. p. 86. Retrieved April 30, 2026.
- ↑ Dillon, Tony (August 1994). "Clockwiser". CU Amiga. No. 54. EMAP Images. p. 84. Retrieved April 30, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 19–20. Retrieved April 30, 2026.
- 1 2 3 4 5 6 7 8 Michonski, John (April 20, 2026). "The Second Life of Moon Child – A Conversation with Metin Seven". Gamesline. Retrieved April 24, 2026.
- 1 2 van Vliet, Reinier (1993). "The Making of Moon Child". Reinier van Vliet. Retrieved June 30, 2026.
- 1 2 3 4 5 Glas, Thomas (January 1998). "Made in Holland: Valkieser". Power Unlimited. No. 59. VNU Media. p. 39. Retrieved April 30, 2026.
- 1 2 Drews, Alexander; Busse, Christian (September 2008). "Interview Metin Seven". Amiga Future. No. 74. APC&TCP. pp. 16–17.
Metin Seven: Our last game was called Moon Child, the unofficial sequel to Hoi. We started creating it on the AGA Amigas, but it was not released for the AGA Amiga because in the mid-1990s the hardware capacity of PC compatibles had seriously started to compete with the Amiga's capabilities, and Windows seemed to have a brighter future and larger use base than the Amiga. We would rather have continued our work on the Amiga though. If only Commodore hadn't messed up its future, they could have become what Apple is today. There's a Moon Child demo. I've still got the Amiga files on my harddisk. After a Dutch multimedia company [Valkieser] had adopted the game and paid us for its development, we decided to reinitiate Moon Child's development for Windows 95/98, because dark clouds were forming above the Amiga's future. The game was released in 1997. After the release of Moon Child, the multimedia division of the company [Valkieser] who funded the development of our games collapsed, mainly due to an investment in expensive Philips CD-i authoring facilities.
- 1 2 van Vliet, Reinier. "1997 - Moon Child (PC)". Proof of Concept. Retrieved April 30, 2026.
- 1 2 3 4 5 6 Person, Chris (April 20, 2026). "After All These Years, It's Moon Child". Aftermath. Retrieved April 24, 2026.
- 1 2 3 "Moon Child". Valkieser Publishing. Archived from the original on January 29, 1998. Retrieved April 30, 2026.
- 1 2 Klaar staff (2004). "Moon Child: The Manual". Moon Child. Klaar Mobile Entertainment. Archived from the original on June 7, 2004. Klaar staff (2004). "Moon Child: The Manual". Moon Child. Klaar Mobile Entertainment. Archived from the original on April 8, 2005. Team Hoi (2012). "Moon Child support and instructions". Moon Child. Team Hoi. Archived from the original on March 8, 2012. Retrieved May 1, 2026.
- 1 2 Seven, Metin (April 23, 2026). "Darker Story for Moon Child". Bluesky. Retrieved April 30, 2026.
- ↑ Seven, Metin (April 17, 2026). "Moon Child Animation Guide". Bluesky. Retrieved June 30, 2026.
- 1 2 3 4 Gasking, Frank (April 10, 2026). "Moon Child (Commodore Amiga)". Games That Weren't. Archived from the original on April 25, 2026. Retrieved April 24, 2026.
- 1 2 3 4 DeVader, Joe (May 14, 2026). Pixel Symphonic: Ramon from Team Hoi interview. YouTube. Smashterpieces. Retrieved May 14, 2026.
- ↑ Seven, Metin (March 1994). "The Party III: Deens computerspektakel". Amiga Magazine. No. 26. Uitgeverij Divo. p. 66. Retrieved April 30, 2026.
- 1 2 Seven, Metin (January 13, 2021). "Team Hoi games". Metin Seven. Archived from the original on January 23, 2021. Retrieved June 19, 2026.
- ↑ Seven, Metin (August 25, 2021). Team Hoi game devs retrospective. Team Hoi. pp. 20–22. Retrieved April 30, 2026.
- 1 2 CD-ROM staff (September 1997). "Van eigen bodem: Moon Child ...en andere titels van Valkieser". CD-ROM Special. CD-ROM Publishing. Retrieved April 30, 2026.
- ↑ Seven, Metin. "Once upon a time, in Seven's Heaven..." Seven's Heaven. Archived from the original on February 8, 2001. Retrieved April 30, 2026.
- 1 2 "Reinier van Vliet - Domain Architect App Foundation at ABN AMRO Bank N.V." LinkedIn. Retrieved June 30, 2026.
Multimedia/Game Programmer, Valkieser. January 1994-January 1997. Worked as a senior programmer at Valkieser Multimedia in Hilversum. I worked on various multimedia programmes varying from CD-i productions with digital video, television games and CD-ROM products. In [1995], they agreed that a colleague [Metin Seven] and I could start a sub-division called "The Games Department". [Seven] handled the [graphics] of the game [Moon Child] and I did the level design and programming. During the period of 1.5 years we made a platform game which got interest from parties like Sony and Fujitsu (for the engine).
- ↑ Kotzer, Zack (April 18, 2026). "Developers Of Moon Child Resurface To Bask In All The Shitposts". Kotaku. Retrieved April 24, 2026.
- ↑ Custom Amiga game for Typisch Techniek TV show leader. YouTube. NOT TV. 1995. Retrieved April 30, 2026.
- ↑ Team Hoi (1997). Moon Child (Windows). Valkieser Publishing. Level/area: Credits.
3D Animation: Riccardo Russo, Viktor Rietveld.
- ↑ Team Hoi (1997). "Credits". Moon Child (Windows) (PDF) (instruction manual). Valkieser Publishing.
The Look: Metin Seven; The Feel: Reinier van Vliet; The Sound: Ramon Braumuller.
- ↑ Braumuller, Ramon (May 3, 2026). "Moon Child Music Equipment". Bluesky. Retrieved May 3, 2026.
- ↑ Braumuller, Ramon (May 3, 2026). "Moon Child Cutscene Music". Bluesky. Retrieved May 3, 2026.
- ↑ Klaver, Marie-José (October 31, 1997). "Het 'virus' van Moon Child". NRC Handelsblad. Retrieved June 19, 2026.
Helaas ging ook dat mis. Moon Child deed iets raars met de drivers van de netwerkkaart, waardoor mijn PC enige tijd uit de roulatie raakte. Volgens een woordvoerder van Valkieser, de uitgever van het spel, is Moon Child door een onafhankelijk Amerikaans testbureau op zo'n 30 verschillende consumentencomputers uitgeprobeerd. Het bureau was geen problemen tegen gekomen.
- ↑ MultiMediaMarkt staff (February 20, 1997). "Valkieser doet goede zaken in Cannes". MultiMediaMarkt. Vol. 2, no. 4. Metro AG. p. 3. Retrieved April 30, 2026.
- ↑ Rodgers, John (September 17, 1997). "Moon Child Milia Nominatie Cannes". EMMA International Ltd. Retrieved April 30, 2026.
- ↑ The Multimedia and CD-ROM Directory - Volumes 1-2. TFPL Multimedia. 1998. p. 829. ISBN 9780333670378. Retrieved April 30, 2026.
- ↑ TV-Krant staff (1997). "Moon Child Recensie". TV-Krant. Audax Group-TROS. Retrieved April 30, 2026.
- ↑ Cinekid staff (October 1997). "Workshop Moon Child Kaartje". Cinekid Festival. Retrieved April 30, 2026.
- ↑ Cinekid staff (October 1997). "Moon Child bij Cinekid". Cinekid Festival. Retrieved April 30, 2026.
- ↑ Cinekid staff (October 1997). "Moon Child het nieuwste PC Game". Cinekid Festival. Retrieved April 30, 2026.
- ↑ Redactie Adformatie (December 19, 2002). "Valkieser draagt leiding bedrijf over". Adformatie. Retrieved April 30, 2026.
- 1 2 3 Klaar staff (2004). "Home". Moon Child. Klaar Mobile Entertainment. Archived from the original on December 10, 2004. Klaar staff (2004). "Homel". Moon Child. Klaar Mobile Entertainment. Archived from the original on June 12, 2004. Team Hoi (2012). "Home". Moon Child. Team Hoi. Archived from the original on December 7, 2013. Retrieved May 1, 2026.
- ↑ "Moon Child". Classicgamer. Archived from the original on December 8, 2004. Retrieved April 30, 2026.
- ↑ Harko (July 6, 2004). "Moon Child: Un arcade con Acción garantizada!!!". PCdemano. Archived from the original on March 25, 2023. Retrieved April 30, 2026.
- ↑ Becker, John (July 31, 2004). "Product Review: Moon Child". Pocket PC Louisville. Archived from the original on August 8, 2004. Retrieved April 30, 2026.
- ↑ Becker, John (July 31, 2004). Review of Moon Child for the Pocket PC (PDF). Pocket PC Louisville. Retrieved June 30, 2026.
- ↑ Šimon, Martin (July 13, 2004). "Moon Child - zajímavá arkáda pro Pocket PC". GSM4U - mobilní komunikace. Archived from the original on October 29, 2004. Retrieved April 30, 2026.
- ↑ Belderok, Jan-Johan (November 2018). "Interview Metin Seven en Sjors en Dennis: Grove pixels geiler dan gladde polygonen". Power Unlimited. No. 298. Reshift Digital. pp. 46–47. Retrieved April 30, 2026.
- ↑ Adam, Dennis (April 19, 2026). "Kult-Comeback: Die Entwickler von 'Moon Child' feiern ihre unerwartete Internet-Berühmtheit". EndeNews. Retrieved April 30, 2026.
- ↑ McFerran, Damien (April 22, 2026). ""I Almost Can't Express How Joyful It Is" - '90s Euro Platformer 'Moon Child' Goes Viral". Time Extension. Retrieved April 24, 2026.
- ↑ Froholt, Joachim (May 27, 2026). "From obscurity to meme status: Metin Seven on Moon Child's surprising success". Spillhistorie.no. Retrieved May 27, 2026.
- ↑ van Vliet, Reinier. "Moon Child". Bitbucket. Retrieved April 30, 2026.
- ↑ Mors. "Moon Child FE by Mors". itch.io. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "Hoi Portable Releases". Bitbucket. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "Clockwiser Portable Releases". Bitbucket. Retrieved April 30, 2026.
- ↑ van Vliet, Reinier. "Digital Mugician Portable Releases". Bitbucket. Retrieved June 30, 2026.
- ↑ "Moon Child". Mac Source Ports. June 5, 2026. Retrieved June 30, 2026.
- ↑ van Vliet, Reinier. "1998 - Brand Slakkenrace (PC/Ad)". Proof of Concept. Retrieved April 30, 2026.
- ↑ Vers van 't Vat staff (October 1, 1998). "Drukte op internet". Vers van 't Vat. Heineken. p. 23. Retrieved April 30, 2026.
- ↑ Brand Bier, Reclame 1997. YouTube. Brand Brewery. 1997. Archived from the original on December 10, 2024. Retrieved April 30, 2026.
- ↑ "Reinier van Vliet - Domain Architect App Foundation at ABN AMRO Bank N.V." LinkedIn. Retrieved June 30, 2026.
Lead Programmer, Spin!. January 1997-January 2001. Worked as a lead programmer and technical lead at Jaytown, a small-sized multimedia company based in Weesp. The company grew from 3 to 14 people while I was there. During this time we made a lot of products for clients, including games for advertisement purposes. This includes a game for Philips and an online downloadable game [Brand Slakkenrace] for Brand Beer. Our biggest product is an instant messenger comparable to ICQ, Gooey and MSN messenger. During this time I have had a lot of experience designing and implementing client-server and peer-to-peer network techniques.
- ↑ van Vliet, Reinier. "2003 - Yin Hung (Symbian/Mobile)". Proof of Concept. Retrieved April 30, 2026.
- ↑ IGN staff (October 1, 2003). "Overloaded Announces Downloadable Games". IGN. Retrieved April 30, 2026.
- ↑ Michel (TripleM) (January 9, 2004). "Game Review: 5 x Overloaded". FOK.nl. Retrieved April 30, 2026.
- ↑ "Reinier van Vliet - Domain Architect App Foundation at ABN AMRO Bank N.V." LinkedIn. Retrieved June 30, 2026.
Mobile Game Programmer, Overloaded. January 2002-June 2006. Senior programmer for a mobile game company called Overloaded in Amsterdam. I have created numerous games and products for Pocket PC, Symbian phones and Java phones. My job is to make great games on a wide range of mobile platforms. Of course this also included making libraries and a tool chain for cross platform development.
- ↑ van Vliet, Reinier. "Home". Proof of Concept. Retrieved April 30, 2026.
- ↑ "Reinier van Vliet - Domain Architect App Foundation at ABN AMRO Bank N.V." LinkedIn. Retrieved June 30, 2026.
Mobile Appreciation Specialist, Proof of Concept. November 2011-Present. I create mobile applications for clients. The applications can be as diverse as mobile games, mobile scanning, mobile banking, chat client/server or helping existing teams with their products.