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==Interview==
The following is from an interview done by Gary M. Kaplan that appeared in the January 1983 issue of 99'er Magazine, page 26 - 27<ref>An Interview with Jim Dramis - Game Designer and Programmer Extraordinaire - ''99'er Magazine: January 1983, pgs. 26-27, and 38''</ref>:
[[image:Jim Dramis - Designer's Spotlight.jpg|600px|thumb|left|An Interview with Jim Dramis - Game Designer and Programmer Extraordinaire]]
'''JD:''' There weren't any major problems. I only needed help on a few subroutines. No one can be expected to know everything about the machine, so when someone runs into a problem, he'll take a lot of suggestions from fellow programmers because often they have gone through the same thing in another project. In fact, they may already have a subroutine that you can take and just modify. I used at least three or four subroutines that were in TI Invaders.
'''GMK:''' During the final polishing and testing of [[Munch Man]], a lot of your fellow programmers must have offered their criticism - how did you take this?
'''JD:''' Well, there was a first slightly unfavorable reaction because of the blood, sweat and tears already put into the game - I tended to take it personally. But there are a lot of us that have gotten used to criticism. In fact, many of us now enjoy the interaction. You can take others' ideas or not - it's ultimately up to you. It doesn't hurt to have someone be very critical. Most of the time it will help you. There was a lot of what we call "tweaking" the final process of the package - the five or six parameters of [[Munch Man]] that had to be human factored. It certainly did help to have people critical of the fairness, speed, difficulty, and risk-reward factors in the game, so that I could successfully fine tune it.
'''GMK:''' Were there any major changes from what you though was the finished version to the actual game release?
==References==