Difference between revisions of "Baby Boom/Development"

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==Development==
 
==Development==
{{quote|Another [[Ed Annunziatta]] project. He had ask me to research cartoon music from [[Warner Bros.]] when I found that they had licensed a couple tunes from [[wikipedia:Raymond Scott|Raymond Scott]], a jazz band leader and synth inventor. I contacted him through his publisher and got to meet him and his wife in his LA home studio. By then he was too old to really talk. I arranged the sheet music for [[GEMS]] and it was used in the prototype of [[Baby Boom]] along with a few of my original tunes and a custom set of sample SFX. [[Sega]] had paid for the license even though the game never officially released.|''[[David Javelosa]]''|ref={{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}}}}
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{{quote|Another [[Ed Annunziata|Ed Annunziatta]] project. He had ask me to research cartoon music from [[Warner Bros.]] when I found that they had licensed a couple tunes from [[wikipedia:Raymond Scott|Raymond Scott]], a jazz band leader and synth inventor. I contacted him through his publisher and got to meet him and his wife in his LA home studio. By then he was too old to really talk. I arranged the sheet music for [[GEMS]] and it was used in the prototype of [[Baby Boom]] along with a few of my original tunes and a custom set of sample SFX. [[Sega]] had paid for the license even though the game never officially released.|''[[David Javelosa]]''|ref={{intref|Interview: David Javelosa (2023-11-12) by Alexander Rojas}}}}
  
 
''Baby Boom'' was first conceived sometime in early 1993 as part of [[Sega of America]]'s push in specifically developing games which would be more approachable to young girls than [[Sega]]'s standard lineup - the [[Sega Girls Task Force]]. Headed by executives [[Michealene Cristini Risley]] and [[Pamela Kelly]], the team set out to create a series of games which could be enjoyed by all genders, but also specifically marketed to female gamers.{{ref|https://web.archive.org/web/20230629235647/https://www.polygon.com/features/2019/5/27/18526122/sega-girls-task-force-female-players}}
 
''Baby Boom'' was first conceived sometime in early 1993 as part of [[Sega of America]]'s push in specifically developing games which would be more approachable to young girls than [[Sega]]'s standard lineup - the [[Sega Girls Task Force]]. Headed by executives [[Michealene Cristini Risley]] and [[Pamela Kelly]], the team set out to create a series of games which could be enjoyed by all genders, but also specifically marketed to female gamers.{{ref|https://web.archive.org/web/20230629235647/https://www.polygon.com/features/2019/5/27/18526122/sega-girls-task-force-female-players}}

Latest revision as of 06:00, 13 November 2023

Back to: Baby Boom.

Development

Another Ed Annunziatta project. He had ask me to research cartoon music from Warner Bros. when I found that they had licensed a couple tunes from Raymond Scott, a jazz band leader and synth inventor. I contacted him through his publisher and got to meet him and his wife in his LA home studio. By then he was too old to really talk. I arranged the sheet music for GEMS and it was used in the prototype of Baby Boom along with a few of my original tunes and a custom set of sample SFX. Sega had paid for the license even though the game never officially released.

David Javelosa[1]


Baby Boom was first conceived sometime in early 1993 as part of Sega of America's push in specifically developing games which would be more approachable to young girls than Sega's standard lineup - the Sega Girls Task Force. Headed by executives Michealene Cristini Risley and Pamela Kelly, the team set out to create a series of games which could be enjoyed by all genders, but also specifically marketed to female gamers.[2]

According to the game's composer David Javelosa, Sega had licensed the famous Raymond Scott instrumental "Powerhouse" (known for its association with Looney Tunes) for use in the game.[1] Javelosa himself later uploaded a recording of this theme (taken from his DJ Demo Reel cartridge[3]) to YouTube in May 2019.[4]


It wasn’t fun [to control the game] with the D-pad.

— Designer Ed Annunziata on Baby Boom's cancellation.[2]


References


Baby Boom

BabyBoom title.png

Main page | History | Development | Magazine articles | Promotional material


Sega Mega Drive
Prototypes: 1994-06-06 | 07-11 | 08-11