Hello All,
Sorry about the delay, but better late than never!
I guess the best way to answer your questions is to reply in the order that they were asked. I'll put a paragraph heading with the question asker's user name and real name (if given), and try to answer all his or her questions. Let's get to it!
TATHORP (Todd)
1. I haven't checked out the LOST online game, though I'm a big fan of Lost and briefly considered taking the job of Creative Director on Ubisoft's Lost game. I'll go check it out. As for using Flash, Chris and I have discussed all possible options for a new game and Flash is certainly an option.
2. I've said before that I swear on all that is holy that I will tell the rest of Tex's story. Chris and I feel like we have a few more years to get a final Tex game done (hopefully sooner), so I'm not ready to pull the trigger and tell the story in a novel. However, it we decide that a game is just impossible to do, I'll definitely come up with a simpler means of getting the story out. I've actually thought about doing some sort of interactive radio theater, and I could always write an interactive text adventure. By hook or by crook, I'll get it done.
3. Radio Theater was a really fun experience for many reasons. Chris and I were slogging through Microsoft hell at the time and it was great to work on something we loved, rather than something that just paid the bills. We always enjoy getting together with the actors who play the Chandler Avenue regulars, and Chris and Suzanne Barnes (who plays Chelsee) have the most amazing chemistry every time they get together.
I think TMRT turned out pretty well, especially considering that no one got paid a dime for their work and we had to use anyone who was available for the voices. It would have been great to continue the series, but it was just too time-intensive and we couldn't expect people to keep doing it without any compensation for their time.
As for how it applies to the story, details would be somewhat different in the game. At the time, we still hoped to do the trilogy of Chance, Polarity and Trance, but it seems more likely that we'd do a single game, so some of the preliminary story threads would be skipped.
4. Chris and I stay in touch with several of the voice actors, and the others have all said they'd love to reprise their roles any time we ask.
5. At this point, I don't think we harbor any illusions about Tex becoming a household name. We're proud of the games we've made and are happy to have a devoted following, even if it's relatively small. All we really want to do now is get a game made and not worry if it makes money or not. Tex is a labor of love for us. Obviously, if we did a Tex game and it was commercially successful, we would love to keep bringing him back. Trust me, I've got a bunch of Tex adventures on the back burner.
As for the older games, there are two problems: (1) they were built to run on old OS, so they would need to be totally overhauled, and (2) there are still huge legal issues about the rights to the Tex property. I've discussed these details before and don't want to get into it again; the important thing is that we don't have the rights, but we think we could arrange to buy - or at least use them - when the timing is right for the game.
6. I don't see the Tex game being developed for any console platform. It would either be an online game or CD-ROM.
DR. PAUL
The plan for our current game is to use rendered characters and voice actors. The game experience consists (in a nutshell) of non-interactive cinematics and flashbacks, 2D room searches, and logic puzzles. The original design was closer to the "interactive radio theater" concept, but we felt like we had to keep things as simple as possible on the first go-round, and then add complexity in the sequels. As I mentioned, the gameplay will be fun, but the game is really about the story.
FRED BUER
1. We're doing well, thank you! Other than the frustration of getting a game released, we have absolutely nothing to complain about.
2. As for our new game, there are several options for us to get it to market. I think by E3 we'll know if we're going to partner up with someone or do it ourselves. In the meantime, I'd love to give you all the details, but it think it's prudent to hold off until things are locked in. Believe me, I'll make an official announcement here before ANYWHERE ELSE!
3. Honestly, I've come up with so many concepts and ideas over the past 10 years, I'll never get them all published. However, I encourage people to write and design, and I try to provide feedback when I can. So, basically, we're not looking for ideas, but if you'd like to pitch something, and I have the time, I'll take a look at it.
4. My and Chris's company is called Big Finish. But you won't have to guess which game is ours. Like I said, I'll fill you guys in on it before it gets released. We'll be counting on you to help us get the word out!
5. I read all the entries in the short story contest a while back, so if one of those was yours...

6. Thanks for the well wishes!
HAMMERHEAD
1. No change. I've tried to contact someone at Prima, without luck. They're based in San Francisco, and I go out there a couple times a year, so I need to remember to go to their corporate offices next time and see if I can get this worked out.
2. If we can get a game made, I don't know if I'll do a novelization; it's a big time investment for something that is essentially supplementary (though I take it as a great compliment that you would want me to write one). A novel would probably be the last resort, after an interactive audio or text game.
Though, I guess if I could get 5,000 people to commit to buying a copy it would be worth the time.
3. Over the past year, we've had many discussions with a variety of gaming companies, and I think we'd be lucky to get a $400,000 dev budget (so much for $12M!). I can't say exactly how this would impact development, except that we couldn't do a full movie shoot, we couldn't have a team of 40+ people, etc. I'll get back to you when and if this scenario becomes a reality.
4. I appreciate your suggestions and agree with much of what you say about drumming up interest in Tex, getting his name out there, and trying to build up the audience. But there are some major issues. For one, as you point out, the games are now 10+ years old. They've held up pretty well, but still... And the magic of Tex is experiencing those games. It would take a tremendous amount of time and effort to even attempt to bring Tex to the masses.
The bottom line is, we're focused on bringing Tex back to the people who already know about him. There are quite a few of you - of course, you people here on the UTM board are the elite ones

- but in the adventure gamer community, I'd say there are at least a hundred thousand people who have either played the Tex games or are familiar with him. If we could get those people to buy our game, it would make it plenty profitable enough for us to keep going.
And, while the novels did all right, I don't they introduced many people to Tex - I think they were mostly bought by Tex fans looking for another experience in Tex's world.
I hope that addresses your question!
ELECTRON STU
1. Chris and I would be honored to be involved in the voting and/or judging. When I'm done here, I'll check out your link.
2. I'm pretty sure there's no Bay City Mirror. I like the idea and I'd be happy contribute articles.
3. Chris is available for voice work. As you probably know, he's done some work on various projects, including his turn as PI, the robot. If you have a project in mind, send me the info and I'll make sure he gets it.
4. Thanks for offer of help with any future TMRT-type projects. We just might take you up on it!
JEN
I bought the fedora at Angler's Inn (a fishing supply store) in Salt Lake City, back in 1991. Chris thought he lost the original and bought a replacement there in 1993. We then found the first one and I think it's at home. I'll see if I can find it and get the info for you!
To be continued...