Anyone who's ever played Naughty Dog's Crash games will
surely get a sweet feel of nostalgia when it comes to the music. Composed
by the Mutato Muzika, it was always fitting, catchy and very memorable.
That's why we wanted to interview Mutato Muzika's Josh Mancell
about it. And we did! Our big thanks to him for kindly replying to all of
our questions.
-
What inspired you to become a musical composer?
Josh Mancell (
)- I
grew up learning piano, drums and guitar as a kid and I'm also a rabid
record geek. I suppose the exposure of playing music in different types of
bands (punk, jazz, marching band, orchestras, etc.) plus being a huge
music fan of many genres led me to composing. I also had a lot of
encouragement from one of my college professors who suggested I move to
Los Angeles and have a go at writing music for film and television.
Fifteen and half years later, I'm still here cranking it out.
-
How did you become involved in Crash? What did
they first tell you about the game?
- At the
time, I was an in-house composer at Mark Mothersbaugh's Mutato Muzika
studio. I had recently completed the music for the Johnny Mnemonic game
and Mark thought I would be a good fit for the Crash project.
The first information we received about Crash Bandicoot is that it was
going to be a platform game and that the graphics were going to be
something spectacular. We had no idea it would evolve into such a massive
franchise.
-
Was making music for a video game any different
from what you did before Crash? If so, how did you compose the music for
the PlayStation console, and what kind of limitations did you encounter?
- The game music
I had written for Johnny Mnemonic was either underscore to the narrative
scenes or writing short action music loops. I simply delivered pre-mixed
audio files. The original Playstation was not equipped with enough memory
to handle a streaming music soundtrack so after I'd write a piece, I'd
deliver a general MIDI file plus one note samples of each instrument I'd
used. Naughty Dog would then do all the necessary conversions to the
internal Sony player. The big challenge was that because a large portion
of the game's memory was allocated to graphics, only a small amount was
leftover for music and sound effects. It was very limiting in that I could
not have a lot of sustained notes, complex chords or reverb effects.
-
How long did it take to come up with a song?
What kind of inspiration did you get, if any?
- I recall it
taking about a day or so to write each piece of music sometimes more
depending on which level. The boss rounds were a little more labor
intensive.
As far as inspiration goes, I would visit Naughty Dog and play through
levels they were working on to get a feel for environment and intensity.
Inspiration also came from electronic artists such as Mouse on Mars, A Guy
Called Gerald, Aphex Twin, Juan Atkins, Richard H. Kirk and Kraftwerk.
They all have interesting rhythmic elements and melodically they're simple
but kind of leftfield too.
-
Each character had his/her own theme song, but
those songs were usually remixed for the next game. Was it your decision
to stick with the character themes?
- It was a mutual
decision. It was all about creating and solidifying the Crash universe
from game to game. If a character returned in a game, I'd either try to
improve upon the previous game's version (like Cortex or Ripper Roo) or
reinterpret based on what environment the character was placed in (like
the old world colosseum that Tiny inhabits in Crash3).
-
Why did certain tracks of Crash 1 had to be
altered for the Japanese release? Whose idea was it?
- That was an
11th hour decision made by the Sony people in Japan. They felt that the
boss rounds needed to sound more "video game-like". The only
reference they gave was music from the Main Street Electrical Parade at
Disneyland. I only had a day or so to write all those themes. My favorite
comment was about the original Tawna bonus round music. It roughly
translated into 'the sound of the guitar mixed with the tree imagery is
too nostalgic-sounding'. I'm still scratching my head on that one.
-
Was it gratifying to see the finished product
with your music sounding in the background?
- The first
Crash game was a mixed bag. I like the way the music blended with the
visuals but the mixes coming out of the Playstation really suffered. That
was the only game in which I was not involved in any 'final mix' session
as far as adjusting instrument levels and panning once the music was in
the game. In subsequent games, I was able to do a proper mix at
Naughty Dog using my original full fidelity mixes as a reference.
-
Did you have a personal favourite track you made
from the games?
- The 'Hog Wild'
track from the first game still makes me laugh (file under: ‘hillbilly
mambo'). I also thought the 'Dingodile' theme from Crash3 was a winner.
-
Were there any tracks that you pulled and didn't
make it to the games?
- Yes, there's
a handful from the first game. The original direction given to me was
'ambient jungle' – literally - lots of bird noises and such. Actually,
not too far off from what the first Jak and Daxter soundtrack ended up
sounding like. There's a ridiculous retro-ice skating rink outtake from
Crash2 and alternate themes for the bi-plane and pirate ship levels in
Crash3. There are also four demo tracks that were written before I saw the
first game - none of which were used. There's probably a few more lurking
in the vaults.
-
Do the soundtracks seem "complete" to
you? In other words, if there was one thing you could have changed, what
would that be?
- Apart from not
being able to use full fidelity mixes - which was not an option - I would
have liked to use variations of the main title themes in each game. The
reality is, the graphics for the main title sequences weren't done until
very late in the schedule and therefore, I didn't write the main title
themes until late in the game (so to speak).
-
Do you own the rights to the original Crash
soundtracks? If so, have you ever considered officially releasing those
soundtracks?
- Mark
Mothersbaugh and I have the rights to release the music if certain
legalities are honored with regard to Sony and Universal Interactive. We
never wanted to take on a 'self-released' version seeing as the
manufacturing, distribution and promotional budgets would be coming out of
our wallets. I have all the master mixes archived and have thought about
doing an iTunes release; I'm not sure how many legal hoops I'd have to
jump through though.
-
Did you have any part in composing the famous
Japanese Crash song?
- No, but I
remember watching the video when it came out and thinking it was pretty
great. I also love all the Japanese artwork for the games.
-
How did you feel when you stopped composing for
the Crash series?
- It was a lot of
fun doing the Crash titles but I was ready to switch gears and start
working on ‘Jak and Daxter' (or ‘Project Y' as it was called for a
long time).
-
How do you feel about other people composing for
other Crash titles?
- I think
it's great that the franchise lives on. I haven't heard much of the other
Crash music but what I've heard sounded pretty cool.
-
Would you consider composing for another Crash
title?
- Yes, I
think it would be fun to return to the Crash universe and hear what
materializes.
-
You continued to work with Naughty Dog after Crash
when the Jak series arrived. Was there any difference in doing music for
Jak?
- Absolutely. The
Jak and Daxter games were much more challenging. They wanted a more epic
sounding score but I still was trapped in MIDI one-note sample world. Jak
II was particularly difficult. We tried to have the music more interactive
by having different instruments enter and exit the main music bed
depending on what environment the player inhabited or what weapon or
vehicle was chosen. A very bizarre and confining way of writing music that
didn't really allow for much musical progression - harmonically or
melodically. On Jak 3, I was finally allowed to submit full audio mixes
without any MIDI-related constraints. I had fun on that one.
- Would
you look back at your past work for inspiration?
- It's inspiring
in that I think the music holds together conceptually. I tried hard to
come up with a signature 'Crash sound' that runs through each of the 100+
pieces of music. I've definitely referenced some of the same sensibility
writing music for animated television shows over the years.
- Finally,
what's your opinion about Crash Bandicoot?
- I've never
met the guy but I've heard he's got the skills to pay the bills.