Sound recordings
Found in 150 Collections and/or Records:
MLB Slugfest 20-03 sounds [disc image], March 1, 2002
This disc contains a significant number of voiceovers that were not approved by Major League Baseball for use in the final version of MLB Slugfest 20-03. These files begin with "cc" (color commentary by sports personality Kevin Matthews) and "pp" (play-by-play commentary by Tim Kitzrow). See "MLB disapproved audio" in "Midway production file backups '#1 - Slugfest, Blitz, Sports' [disc image]" for a complete list of disapproved dialogue.
MLB Slugfest 20-04 load screen audio [disc image], November 4, 2002
MLB Slugfest 20-04 music samples [disc image] [restricted], 2003
This disc consists of three commercial music tracks, which were not uploaded to our digital library. A text file titled "[redacted music tracks]" was added in their place to describe the music that was removed. The tracks, listed on the cover of the CD, were:
- Liar – Tonic
- Crawling in the Dark – Hoobastank
- Stuck in America – Sugarcult
MLB Slugfest 20-04 new post-game dialogues [disc image], December 19, 2002
MLB Slugfest 20-04 outros speeches for approval [disc image], December 10, 2002
Movies and Games: Living with a License [audiocassette], May 7, 1989, 3:15pm
"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program
Movies and Games: Living with a License, side A [audiocassette], May 7, 1989, 3:15pm
"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program
Movies and Games: Living with a License, side B [audiocassette], May 7, 1989, 3:15pm
"How do you capture the essence of a licensed movie and turn it into an interactive experience? What are the good and bad points of licensing in our industry? The panelists will share their experiences in creating license-based games." —Description from Computer Game Developers' Conference 1989 program
Network Games [audiocassette], May 8, 1989, 9:00am
"How does an online product differ from a single-user program? What is the market for network games? What are the technical capabilities and limitations of commercial networks, and how are they changing? What are the business, artistic, and design issues to contend with?" —Description from Computer Game Developers' Conference 1989 program
Network Games, side A [audiocassette], May 8, 1989, 9:00am
"How does an online product differ from a single-user program? What is the market for network games? What are the technical capabilities and limitations of commercial networks, and how are they changing? What are the business, artistic, and design issues to contend with?" —Description from Computer Game Developers' Conference 1989 program
