home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Interactive Entertainment 10
/
EPISODE_10_FEB_1995.iso
/
var
/
view_q.var
< prev
next >
Wrap
Text File
|
1995-02-02
|
3KB
|
82 lines
@quest[1]
How did your Air Force Academy background prepare you for MicroProse?
@quest[2]
What was the first MicroProse game?
@quest[3]
Was it hard to get MicroProse started?
@quest[4]
What games did MicroProse sell in its first year?
@quest[5]
What were the system requirements for Hellcat Ace?
@quest[6]
What was remarkable about Hellcat Ace?
@quest[7]
When did MicroProse come into existence?
@quest[8]
Where did the name MicroProse come from?
@quest[9]
How would you describe your sales abilities?
@quest[10]
What would you need to start up an independent game company?
@quest[11]
How would you describe MicroProseÆs first year?
@quest[12]
How did you decide to distribute SimTexÆs Master of Orion?
@quest[13]
What are the basics of a good game?
@quest[14]
Are graphics important to a good game?
@quest[15]
What is the advantage of a stylish introduction in a game?
@quest[16]
Do you have a goal for game design in Interactive Magic?
@quest[17]
How well did you and Sid Meier operate as a team?
@quest[18]
What will you contribute to your new company, Interactive Magic?
@quest[19]
What has changed in the game marketplace since MicroProse started?
@quest[20]
How can Interactive Magic compete with all the big gun companies?
@quest[21]
Do you hear a lot of outrageous claims about games?
@quest[22]
Are you creating Interactive Magic for financial reasons?
@quest[23]
Why are you creating a new company, Interactive Magic?
@quest[24]
Does computer software follow any scientific principles?
@quest[25]
What does "interactive" mean to you?
@quest[26]
Is there a formula for a great game?
@quest[27]
How does it feel to play a really good game?
@quest[28]
What is the target audience for Interactive Magic products?
@quest[29]
What do you see as the future for Interactive Magic?
@quest[30]
Why is the game market expanding?
@quest[31]
What is the core of your new company, Interactive Magic?
@quest[32]
How will you manage the game design in Interactive Magic?
@quest[33]
What are your short term goals for Interactive Magic?
@quest[34]
What is the difference between Interactive Magic and MicroProse?
@quest[35]
What is Interactive Magic's first game, Apache Gunship, like?
@quest[36]
Why is Apache Gunship different from other flight sims?
@quest[37]
How do you make a flight sim that appeals to everybody?
@quest[38]
What can you tell us about your next game, Exploration?
@quest[39]
What does a businessman have to do to succeed in Japan?
@quest[40]
Do you have any plans to market in Japan?