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- An Interview with Richard Joseph
- by Neil Carr
-
-
- Defender Of the Crown, Antirad,
- Barbarian and more recently 11 tracks
- for a lego game. Although he follows a
- different lead with his company Audio
- Interactive he still writes music to
- this very day. Talking of music.. Keep
- an eye out for a remix of Barbarian
- which may feature in a future BIT
- Album by Richard himself.
-
- Real name: Richard Joseph
- Nationality: British
-
- Q What other c64 composers did you
- like?
-
- A Martin Galway is still my favourite
- even now. Although Rob's was
- technically groundbreaking there's
- more emotion in Martin's stuff. Very
- musical.
-
- Q What non Richard Joseph sids did
- you like?
-
- A Knucklebusters - Rob H Martin Galway
- - Wizball (awesome music AND fx. The
- whole soundtrack is brilliant)
-
- Q What tune that you created were you
- most pleased with?
-
- A It was an ending section for
- Antiriad that I decided to change to
- the piece you hear now. It was
- abstract and surreal and I felt that
- the reviewers and gamers alike would
- hate it. But I still love it. Also,
- there was a collection of great tunes
- written for a game called 'Monster
- Museum' which was never released.
- Annoying really, I was just starting
- to get good when the Amiga came along
- and we all had to change or lose our
- jobs.....
-
- Q What were your likes/dislikes about
- the sid chip?
-
- A I hated the fact that the filter was
- changed a number of times throughout
- various production runs of the
- hardware. This meant that we couldn't
- really use it at all.
-
- Q You created music for some of the
- best games on the c64, including
- Barbarian 1&2, Defender Of The Crown,
- Antiriad. How pleasing for you
- personally was it for you to be
- associated with these fine titles?
-
- A I felt honoured. After the 64 I went
- on to work on very many top titles and
- I still feel honoured to work on them
- even now.
-
- Q You worked mainly at the now no
- longer Palace software, could you
- explain that period to our readers?
-
- A It was a very exciting time. We all
- knew we were doing something special
- and there was a real concentration of
- great talent. There were only a few
- games developers in those days and it
- was very cool to work for indie houses
- like Palace and System 3. A lot of
- very high up names in the current
- games industry came from those studios
- originally. Palace was a part of the
- film company that made Evil Dead and
- Absolute Beginners so the emphasis was
- on cinematic games from the start.
- Palace liked getting publicity and one
- stunt was to feature Page 3 girl Maria
- Whitaker as the Princess in Barbarian.
- I remember the uproar it all created
- in the tabloids. Brilliant. The
- Barbarian himself was of course a yet
- to be discovered Wolf out of
- Gladiators.
-
- Q Why did you start writing c64
- music?
-
- A It was the flagship format for the
- first game I did for Palace, Cauldron
- II. Out of the three we working on-
- Spectrum and Amstrad being the others-
- the C64 was by far the best to
- originate a soundtrack on. I never
- used it for anything but games work,
- but then the games stuff used to take
- up all of my time anyway.
-
- Q How did you become involved in the
- games industry?
-
- A I had spent many years working in
- the pop music industry and was writing
- for mainstream entertainment when I
- answered an advertisement in Melody
- Maker (sadly no longer with us) put in
- by Palace who were looking for a
- composer to work in games. Nothing
- unusual about that, but this was 1986
- of course and there weren't very many
- computer musicians around at that
- time. I'd just spent a year composing
- about 100 tunes on a Yamaha CX5 music
- computer (including the 'famous'
- Robocod one), and had tinkered with a
- Spectrum so it wasn't that hard to
- convince Palace.
-
- Q What are your thoughts on your
- music being re-created using modern
- sounds?
-
- A I'm always interested to hear other
- people's interpretations but I don't
- believe that any of these, or remixes
- of other's stuff is neccessarily
- 'better' or 'improved' just because
- more modern sounds are used. I think
- ultimately it will be the original c64
- renditions that go down in history
- whatever remixes exist.
-
- Q Have you heard any of these
- remixes/covers that has impressed you?
-
- A Well they all have to some degree. I
- just like the fact that people are
- enjoying doing them, although I do
- wonder why- my own stuff doesn't
- exactly fit into the mainstream of
- remixable soundtracks being largely
- orchestral.
-
- Q Is there a tune, you wished you
- could have worked more on?
-
- A I only had a short time to do
- Cauldron II. There is a longer version
- but sadly it didn't get finished
- quickly enough to make it to the game.
- I had just two weeks from booting up
- the c64 for the first time to
- delivering a finished tune and 20
- sound effects.
-
- Q Probably your most remembered tunes
- were for Defender Of The Crown and
- Antiriad. Would you agree with this,
- and what can you tell our readers
- about these two sids?
-
- A Antiriad was the second soundtrack
- after Cauldron II. I took the tune
- from something I'd written a year or
- so earlier on midi instruments and
- stuck a new bit on the end. As I said
- in another answer there was an
- alternative part B for Antiriad that
- never made it, and I still listen to
- it to this day and wonder what might
- have been. Defender Of The Crown was
- more remote for me, as Cinemaware who
- developed it were based in the States.
- It was weird working that way but I
- really enjoyed it- the game itself is
- brilliant fun.
-
- Q What other formats have you worked
- on, and what was your preference/least
- preferred?
-
- A Spectrum / Amstrad 464 / Amiga /
- Atari ST / Sega Megadrive / SNES /
- Gameboy / GBC / Playstation
- Playstation 2 / N64 /PC
-
- Favourite was Amiga. Bitmap Brothers,
- Sensible Software, those were cool
- times. Least favourite was Megadrive.
- One of the most interesting moments
- was listening to Rob Hubbard's
- Megadrive conversion of my Robocod
- tunes!
-
- Q So I see you are still involved in
- the game music industry with Audio
- Interactive. Do you still write music
- for games, or do you follow a
- different lead now?
-
- A I am more involved with the
- production of a game's audio. There is
- so much material needed nowadays that
- I prefer to leave the specialized
- work, like writing Orchestral music
- for instance to experts in those
- particular fields. I did write 11
- tunes for a Lego game last year but as
- a rule I don't write as much. Probably
- more for myself in fact. I've been
- working on an orchestral arrangement
- of Barbarian in the style of Ennio
- Morriconi, which is what I had aimed
- for in the c64 version, and its turned
- out very well. If all goes well it
- could appear on a future Back In Time
- CD.
-
- Q What can you tell our readers about
- Audio Interactive?
-
- A We do everything audio for games. We
- compose and record music, both linear
- and interactive. We design and
- implement sound effects. We do
- dialogue production, recording and
- processing. It sounds like a big
- industry but its not really. Its just
- the same as it was in c64 days but on
- a larger scale. If anything there was
- more pressure in those days, as every
- single sound was critical. These days
- we have the luxury of being able to
- use sampled sounds which makes the job
- an absolute doddle compared to the old
- times.
-
- Q If there was a tune that you wished
- you could as your own, what would it
- be and why?
-
- A Probably Rob's Knucklebusters. The
- tune maintains the listeners interest
- for what, thirteen minutes? That's no
- mean achievement.
-
- Q What are your fondest memories of
- the c64?
-
- A The day I booted it up for the first
- time, after bringing it back from
- Palace, and playing Beach Head and
- Impossible Mission with my
- girlfriend's kids (work it out.... yes
- I am very old!).
-
- Q What has been your latest project?
-
- A The latest project is Republic: The
- Revolution for Elixir Studios. The
- sound has lots to do including
- conveying the various atmospheres of a
- city at different times of day and
- night, with ever-changing orchestral
- /industrial film music to suit each
- action within the game.
-
- Q Your music on the c64 was generally
- more slanted towards the orchestral
- side rather than heavy drums and
- baselines. Was this due to the games
- you made music for or was this your
- style?
-
- A This actually was quite a problem
- for me, with the SID only having very
- limited resources for recreating real
- instruments. Most of the early games I
- worked on needed the kind of ambitious
- soundtrack we are creating now.
-
- Q What did you do after leaving Palace
- software?
-
- A I went freelance and signed up to do
- games for The Bitmap Brothers,
- Sensible Software and Millennium. In
- 1995 I formed Audio Interactive and we
- picked up companies like Sony and EA.
- Last year we won a BAFTA Interactive
- award for best sound on Theme Park
- World. Another of our soundtracks,
- Codemasters' Cannon Fodder (GBC) was
- nominated for the same award.
-
- Q How would you best prefer to be
- remembered?
-
- A For the early stuff- not only the
- c64 but the Amiga soundtracks I did
- for Sensible and the Bitmaps. Nowadays
- I would say that Theme Park World is
- probably the best but I have higher
- hopes for Republic...
-
- Q Have you ever considered Remixing or
- re-arranging some of your old c64 sids
- into modern sounds?
-
- A Yes, the Barbarian thing. Otherwise
- no, I like them the way they are.
-
- Q How did you get your inspiration for
- the music for Defender Of the Crown?
-
- A I don't think anything was an
- inspiration for DOTC. Palace just told
- me that another company wanted to use
- me and that there was some tie-in for
- them. In a lot of ways it was good to
- work on something, for a change, that
- wasn't 'Palace' in feel.
-
- Q What does the future hold for you
- and your music?
-
- A I have no idea to be honest. There
- is a whole CD of music and mayhem from
- the ill-fated Sensible game Sex n
- Drugs n Rock n Roll that we are trying
- to place with a record company right
- now. It's quite wonderful really! I
- just don't want it put out as an mp3
- yet- we must have spent nearly six
- years on it from start to finish and I
- want to get something out of it. As
- for the future, Jon Hare (ex Sensible)
- and I are creating a sequel to the
- SDRR CD but there is little pressure
- on us to complete it and neither of us
- have much time. If SDRR was a success
- then things would be different
- obviously.
-
- Q Lastly, what would you like to say
- to the c64 community?
-
- A I would like to say that it's
- brilliant that there's a community at
- all. After the c64 disappeared into
- commercial history and the industry
- was pushing forward I just thought
- that everyone's pioneering work would
- simply be forgotten. Not so! The
- appreciation of retro games and the
- people who made them is wonderful, as
- is the continued use of the machine
- and emulators, with remixes and CDs...
- wonderful.
-
- Richard always followed the orchestral
- side of music.. Which with 3 voices
- was as richard explained was very
- difficult. However he came out of it
- with flying colours, creating some of
- the most ambitous music on the c64.
- Palace software was a small player in
- the games market, but didn't they
- produce some fantastic games and who
- could forget the publicity campain for
- Barbarian where they pictured Maria
- Whittaker scantily clad. This caused a
- real stir amongst the press. This
- however must have been exactly what
- Palace had wanted. The Barbarian
- soundtrack was exceptionally fitting
- for the game too. Who could forget the
- move in Barbarian where the player
- could spin around and chop an enemies
- head right off in full gore. Wikid!!!
-
- - Neil Interview date: 30.04.2001
-
- Interview printed from
- http://www.remix64.com/interviewDricha
- rdDjoseph.html
-
- With Permission via
- email
-
- Subject: Re: Interview Reprint
- request
- Hello Nigel,
-
- yes, please go ahead.
-
- Regards,
- - Markus
-
-
- Commodore Free "a sad loss to music"
- ...end...
-
-