Developer Interview

Interview: David Javelosa

David Javelosa speaks with Alexander Rojas in this email interview for Sega Retro.

Sega Retro
David Javelosa. Source image from Sega Retro.
David Javelosa. Source image: Sega Retro / retrocdn.net.

Introduction

This Sega Retro interview with David Javelosa was conducted by Alexander Rojas via email.

Conversation

Alexander Rojas

Hey, this is Alex. Thanks so much for taking my call today!

David Javelosa

No problem. How are you doing? Are you in Orange County?

Alexander Rojas

You know what, I grew up in Orange County. I'm actually in Vegas right now.

David Javelosa

You're in Vegas?

Alexander Rojas

Yeah.

David Javelosa

Oh cool, okay. I recognized the area code.

Alexander Rojas

714, yeah. I've had that number for like 20 years.

David Javelosa

Okay, cool. Everyone's everywhere now.

Alexander Rojas

Yeah, really. It's interesting being out in Vegas, but there's not a whole lot going on out here. It is just a nice place to get your affairs in order, I guess.

David Javelosa

At least until it gets hot.

Alexander Rojas

Exactly, yeah. It's just starting to get to that point here. Regularly it'll hit like 110 plus. It's pretty rough, but you get used to it.

David Javelosa

I'll have to get there to see. I'm still a little horsey in the throat.

Alexander Rojas

I can hear that. I'm sorry to hear that.

David Javelosa

Well, you know, my new wave band stuff has been gaining popularity again with the release of vinyls. We've been doing some shows for it.

Alexander Rojas

I saw the new "[Whats That Got To Do With] Loving You" release.

David Javelosa

Yeah. We're doing a couple of shows here and there. We did a couple of shows in the Bay Area earlier this year, a couple of shows down here. Then we're going to do a couple of shows in New York. Takes a lot out of you. That's what I'm recuperating from. [laughs]

Alexander Rojas

No, I can imagine. Your voice is a tool. It probably gets a little rough after a while.

David Javelosa

Yeah.

Alexander Rojas

So I wanted to just quickly start off by saying thank you. The initial… I wouldn't really call them interviews… The questions that I sent off to you nearly almost two years ago. That really helped kickstart me getting these [current] interviews done. That came at a bad time in my life, and it turned a lot of things around. Thank you, so much.

David Javelosa

Sure. Excellent, glad to hear it.

Alexander Rojas

Now, given that you were my first interview, it was a little rough. Part of what I wanted to do here was to readdress some of the questions that I didn't answer or that I'd maybe like to see expanded on. Plus, I didn't really touch on your personal music career. It was just Sega stuff.

David Javelosa

Right.

Alexander Rojas

I actually did have some questions about a lot of your independent music stuff. To get started here, in your own words… I mean, you touched on it a little bit. Could you describe your background in music and the arts before San Jose State and Los Microwaves?

David Javelosa

Before? I was just a suburban kid growing up in San Jose. I started taking piano lessons in fourth grade. I've always had a musical interest. Around high school time, I was doing some high school theater, but I also started to really get into pop music. I had to relearn the piano from my classical chops into one of like pop jazz chops.

Alexander Rojas

What were you listening to, pop music-wise, that inspired you?

David Javelosa

At that point, it was like, well, let's see. The year… when I started high school, it was like 1968. The San Francisco psychedelic scene was a big influence. A lot of the hard rock bands that were happening at the time: The Doors, Jefferson Airplane, Chicago. Those were the big bands. Basically, bands with keyboards in them. Also Santana.

Alexander Rojas

Right. Something to relate to personally [keyboards].

David Javelosa

Yeah. Then a little later on in high school, I started listening to a lot of British bands, from more of the prog rock style, which were using lots of keyboards, like Yes and Emerson Lake and Palmer and King Crimson. Because for me, that was so much more exciting, to have like an orchestra with like three or four people.

Alexander Rojas

Right. Yeah. I've seen that in your work. I've heard that in your work, I should say.

David Javelosa

Really? You got a good ear then! [laughs] So what I wanted to do with Microwaves… The new wave thing was basically a whole attempt at stripping down all the excess of like prog rock and disco and everything that came before. Los Microwaves was definitively a new wave combo. We were along the lines of B-52s meets Kraftwerk.

Alexander Rojas

I'd say both of those descriptions are really good. You describing new wave. I've never heard anyone put it like that. That's great.

David Javelosa

Whether we were new wave or not, that's how I looked at what we did.

Alexander Rojas

[in agreement] No, I think that's very apt.

David Javelosa

Yeah. We definitely got categorized into new wave. We worked that, we played clubs nationally. We had a couple of records out with an LA label and we picked up an agent at New York. It was a very successful touring band for about the three to five years of its life.

Alexander Rojas

So on the founding of Los Microwaves, that was December 1978, a couple years after you graduated San Jose State, right?

David Javelosa

Yeah, that was right. My graduation from San Jose State was actually remote. I did it as an independent study in New York, writing music for a dance company. I did get my degree from San Jose, but the work was done in New York.

Alexander Rojas

Oh, okay. Interesting. Was that where you were performing as well in New York? Was that where Los Microwaves was at the time?

David Javelosa

Yeah. I moved to New York in early '76 to basically complete my undergraduate. I was playing with people, I was writing for dance. The whole idea was to eventually start doing some sort of performance situation. By the time '78 happened, not only were the clubs filled with all sorts of interesting performance acts and new bands, but the formula that hit me was… I need to be recording and I need to be releasing. Even though I didn't have a formal label or publisher, I was just going to release my own stuff. That's where Hyperspace got started as an independent record label.

Alexander Rojas

Right. Actually, that was going to be one of my next questions, if you could tell us about Hyperspace and just… what it was like to publish and run a label back then.

David Javelosa

Well, it was basically… the label and the band were like hand in hand. I wanted to be in a band. I wanted the band to be successful and to get be successful [enough] to get into certain clubs. They really needed either a good demo or a release single. Everyone was releasing singles at the time. I said, "Okay, I'm going to release a single and I'm going to do it on my own label." That's what Hyperspace initially became. Hyperspace, really, released the first two Los Microwaves singles. Then it didn't really come back around because, at that point, we ended up signing with Posh Boy Records, which I did a pop EP with. Then I did the Baby Buddha first album with, and then finally the Los Microwaves album. Then, you know, we were all touring, and we released, I think, two or three singles from that album with Posh Boy. That's the LA label.

David Javelosa

Then it wasn't until I left the band in New York and moved back to San Francisco that I re-hooked up with Baby Buddha. That's when I went back to the studio to produce the second Baby Buddha album, which was the first LP on Hyperspace.

Alexander Rojas

Oh, okay! I was actually going to see if we could transition into Baby Buddha.

David Javelosa

That didn't happen until around '86, '87. I think we produced the album in '86 and it was released in '87. At the time I made a transition from San Francisco to LA.

Alexander Rojas

Oh, okay yeah. Because I wanted to ask when that was. What was the driving force behind Baby Buddha coming together?

David Javelosa

Well, it's funny because, again, Baby Buddha and Los Microwaves were very hand in hand. Originally I was playing with my buddy Charles Hornaday in San Francisco. We were just doing jamming and recording and he was a monster musician. He had been playing commercially since he was a kid and he had all the chops. He had everything, all the prog rock stuff memorized. I really wanted to do like this cool electronic Kraftwerk-y new wave thing.

David Javelosa

Between the two of us, we were totally into this new groove. About that time, I thought, it's time to maybe do a band and do some recruiting… He ended up getting a full time gig in a cover band in Hollywood at the Holiday Inn, the big rotating restaurant in Hollywood. He took off for a year. At that point I thought, "Okay, well, you're going to be gone. What I'll do is I'll start a rhythm section. Then when you come back, we'll basically do this band."

David Javelosa

That rhythm section, which was the bass player, Meg Brazill. She was an actress who had an amazing stage presence and a great front voice. She learned bass really efficiently. Then we had our drummer, Todd. By the time Charles came back from Hollywood, the three piece of Los Microwaves was already getting gigs. We had our own trajectory.

David Javelosa

We basically came up with the idea of just doing a second band called Baby Buddha, which would be me and Charles and anyone we could get into the studio or onto stage with us. Because we would do these late night, wacky improvisation gigs. That's what we did. Baby Buddha was a much more looser band and Los Microwaves was more of a performance recording act. To tell you the truth, I think Baby Buddha must have sold more records.

Alexander Rojas

Really?

David Javelosa

Yeah, because we did a couple of cover songs in our own certain way. We did a cover of Stand By Your Man and a cover of Your Cheating Heart and a couple of other originals that actually got a lot of airplay… college airplay. It was never mainstream. When we were touring, we would basically play the college towns. We would do interviews on the college radio. We'd stock the local record stores with records and then we'd play the local club and then move on to the next town.

Alexander Rojas

Hah. That sounds like a very fun life. I appreciate the little insight into that. Because so much of music today is like… relying on your label to ship out millions of copies or whatever.

David Javelosa

Oh yeah.

Alexander Rojas

It's very fun imagining you just going to record stores-

David Javelosa

Yeah. The whole do-it-yourself movement started back in the '80s. That's still there now, especially the corporate music is really just a shell of what it once was.

Alexander Rojas

Right. Speaking of your other music, there's also David Microwave, which I believe is your solo work, correct?

David Javelosa

Yeah, that was actually the first thing that Posh Boy released. He [Robbie Fields] wanted to do Los Microwaves, but Los Microwaves was holding out for a more appropriate release. I said, "I can go into the studio and do a solo record for you." So David Microwave, which was Robbie Fields' invention, basically released a 12" five song EP. It was like the pop side of Los Microwaves. The one track… actually got put on the Rodney on the ROQ compilation, which… KROQ was the big teenybopper radio station in L.A. Rodney Bingenheimer was the number one new wave DJ.

David Javelosa

When Posh Boy put out Rodney on the ROQ Vol. 1, and it went to like three or four different volumes, one of the David Microwave tracks was on that particular album. I got a lot of mileage out of that particular one. The David Microwave release was originally an EP, which was like a 12" 45.

David Javelosa

Then again, in New York, after Los Microwaves had split up but I hadn't quite left New York, I started working with another guitarist, Knox Chandler, who I've just been recently in touch with. He's been a big new wave guitarist, replacing a lot of members in everything from Siouxsie and the Banshees to Psychedelic Furs, Cyndi Lauper… He's been a guitarist for a lot of different new wave acts.

David Javelosa

He and I went into the studio, and we basically did another five songs. I think this was in '83. When it came down to re-releasing the David Microwave thing from 1980, I put it together with the '83 Sessions, and that's what the 80-83 album is. The David Microwave 80-83 album are the original Posh Boy LA Sessions and then the New York Sessions with Knox Chandler.

Alexander Rojas

Something I wanted to ask on that note, where does the name Microwave actually come from?

David Javelosa

Oh, that's funny. It was just something I was toying around with my roommates when I was at San Jose State, just because microwave became the new cutting edge technology. You had microwave ovens and you had microwave communications… One of my roommates was goofing on how the girls back in those days had these curly bangs - like the Farrah Fawcett bangs. He used to call them microwave hairdos.

Alexander Rojas

[laughs]

David Javelosa

So the name Microwave just stuck. Originally, I did a performance ensemble called Microwave. Because we were in San Jose [a city with a Hispanic name], I thought it would be funny to call it Los Microwaves.

Alexander Rojas

Yeah. [laughs] Oh! I didn't know where that lean came from.

David Javelosa

Yeah. Then later we find out that, in the technology department, [in] microwave communication, there's an expression called line of sight microwaves, so LOS microwaves. It became yet another entendre with the name.

Alexander Rojas

Oh, that's good.

David Javelosa

So when engineers read Los Microwaves, they're reading line of sight microwave communication.

Alexander Rojas

"No, do you mean the hardware or the band?"

David Javelosa

Yeah, exactly.

Alexander Rojas

So you have quite a lot of acts, or I should say, quite a lot of channels through which you've released music. There's Mothers of Mayhem, Krispy Kat, 31st Century Loud Music… There's a couple others I'm missing here. Just to touch on Mothers of Mayhem, what was the impetus behind forming that group?

David Javelosa

Oh, Mothers of Mayhem was a quick fix. Los Microwaves had a final reunion tour in 2016. We had a couple of dates after the bass player [Meg Brazill] went back to Vermont, because she was living in Vermont raising her kid. She did the tour with us, but we still had a couple more promoters and events that booked us that wanted the music. I said, well… [with] Los Microwaves, the tour is done because Meg is back in New York. If you want a band with the same flavor… Basically, Mothers of Mayhem was essentially the Los Microwaves tour of 2016 without Meg Brazill.

David Javelosa

My wife Evelyn, who goes by Scarlet Microwave, was basically the mother of Mothers of Mayhem. [laughs] Actually, her and Caroline Galanty, who was the original percussionist, who was fortuitously living in our neighborhood. Mothers of Mayhem basically became the leftover dates for the Los Microwaves tour.

David Javelosa

Where the name [came from], we had this group of us on the Westside of L.A. that ride mopeds. So that was actually the name of our moped group. The Mothers of Mayhem. We have three-piece patch leather pests and the whole deal.

Alexander Rojas

Oh, that's really funny. What a connection.

David Javelosa

Yeah. It was a riff on the Sons of Anarchy.

Alexander Rojas

Okay, that makes a lot more sense.

David Javelosa

But since we had two mothers in the group, we called it Mothers of Mayhem. Not to be confused, of course, with the Mothers of Invention.

Alexander Rojas

No, right. Of course.

David Javelosa

You know the original name for that band? It's Motherfuckers. Because everyone in Zappa's band were like just amazing monster musicians. They were the band The Motherfuckers until the label said, "You've got to change the name."

Alexander Rojas

Yeah, of course.

David Javelosa

This is like mid '60s, really early on.

Alexander Rojas

Yeah, that's a little brazen for the time. I think now you could probably get that done. Could you tell us about the production of Everyone Is My Age?

David Javelosa

Everyone Is My Age… So that's the second Baby Buddha album. The second Baby Buddha album came about after… Baby Buddha, again, was very ephemeral. It was basically me and Charles and whoever we could get in the studio to work with us and on stage would work with us. So the second Baby Buddha album came about based around a handful of live recordings that we had done. With the core band of me, Charles and a drummer, Kat Zumbach.

David Javelosa

Then we had people like… we had Margo Oliveira, the original bass player from the Go-Go's, and Meg Brazill from Los Microwaves, and Todd Lyon from 8TTB [Eight to the Bar] in New York, and Kathy Peck from The Contractions. We had a lot of side people just jamming with us in the studio without an idea that it was going to become the second Baby Buddha album. Until I realized the clearest way forward is to edit all of this together and call it Baby Buddha, because Baby Buddha was always so undefinable.

David Javelosa

By the end of '86, we basically had all these sessions edited together and into one album that seemed to work as an album, and then I said… okay, Posh Boy had passed on it. As I moved to L.A., I basically restarted Hyperspace with the first LP and pressed it in Santa Monica. The name, the original title of the album, was The Big Generation because we were all baby boomers and we figured, yeah, we're the big generation. Everybody's the same age because we're the big generation.

David Javelosa

At the same time, Yes had come out with an album called Big Generator. So we thought, "Okay, we don't want to get confused with that." Todd Lyon, our singer and artist on the East Coast said, "Well, why do you call it Big Generation?" I said, "Because everybody's my age." "So why don't you just call it Everybody's My Age?" [laughs]

Alexander Rojas

Oh, that's good. It's awesome when you can stumble upon a title like that organically. It feels like it's more meaningful.

David Javelosa

Yeah! It takes a team. People feed it back. For me, it was just an expression, [but] she goes, "That's the title." Then she basically designed the cover based on the concept of the title. I don't know if you have a copy of the actual 12" with the cover.

Alexander Rojas

I don't have a physical copy, but I saw it online. That's partly… I think the cover is very striking.

David Javelosa

Yeah, it's a very wild collage. There's a lot of detail in it.

Alexander Rojas

So you said you were still making music now. In your own words, can you tell us what your musical output looks like right now?

David Javelosa

My music output, that's funny. Since I restarted Hyperspace with the David Microwave album in… I guess that was 2017? So almost 30 years later. The first goal was to basically release material that I had been sitting on from just different bands and then my video game days and work and music and tracks that I still own the masters to. A lot of the stuff that I had been writing got released as 31st Century Lounge Music, Atomic Odyssey!, and to a certain point, the Cyber Steam Cabaret, which was some game-oriented material and other stuff that was considered more of my electronic virtual jazz stuff.

David Javelosa

I guess my personal music is experimental electronic jazz. It has a little pop to it, some lyrics to it. That's where I ended up with Cyber Steam Cabaret. Then I picked it up again after I had already started performing as Microwave Buddha, which was basically a combination of Los Microwaves and Baby Buddha because I'm the only surviving member of both bands.

David Javelosa

We lost Meg Brazill in '22. We lost the drummer from Los Microwaves in 2010. Charles retired in '23 or '24. We lost Pilar [Limosner] in '22 as well, '23? It's like, I figured I better jump on it because everyone's dropping like flies here. Microwave Buddha actually… the Microwave Buddha Companion and Other Delights is again another collection of sessions, but collaborations that I've done with people like Geza X, who's an LA producer, like Chip Kinman from the punk band The Dils and Rank & File… Bebe Barron, who was one of the original composers in The Forbidden Planet soundtrack. Orange Kandy, which is a Tokyo band. And a couple of other bands that are very obscure… Shipyard Choir. Then musicians that I've worked with in and outside of the game industry. Again, this was like a big editing project.

David Javelosa

There might be a couple of original tunes on that album that I might still consider playing live. At this point, what we're doing live is essentially just a legacy set of Los Microwaves and Baby Buddha songs, and a couple of cover songs from other '80s bands that we used to play with, like Tuxedomoon.

Alexander Rojas

Oh, interesting. You have so much musical history going on, I wish I would have written a second interview. There's so many questions I can ask you about here.

David Javelosa

You can always get back to me! Especially when my voice gets better.

Alexander Rojas

Right. Yeah. [laughs]

Alexander Rojas

In mid 2023, you partnered with Section 9 on two releases of your Sega music. There was the Sega Channel and Sega CD. What was it like getting those done?

David Javelosa

You know what? I got to tell you, that was a complete skunkworks, because somebody had told me that it happened [after the fact].

Alexander Rojas

Wo- [stunned]

David Javelosa

So I went online and checked it out, and sure enough there was a full album, Sega Channel, which I was very honored and flattered to see. Then there was a 45 with multiple mixes of Sega CD, with me and one of the guys from Japan.

David Javelosa

I contacted these guys [Section 9] directly and I said, "You know, I've been restraining from releasing certain Sega stuff that I've worked on, because by contract, Sega owns all of this stuff. I'm not going to blow the whistle on you guys, because you're fans, and I know that you want this stuff to be out. It's not at a level enough to where… Sega's not really going to care anymore. But in the spirit of cooperation, if you could send me a couple handfuls for my archives, that would be great."

Alexander Rojas

Did they?

David Javelosa

[in confirmation] I basically distributed them out as Christmas presents to people that I used to work with at Sega.

Alexander Rojas

I'm really surprised to hear that that was done unofficially. It would have been largely unofficial anyways, but I at least thought they reached out to you.

David Javelosa

Yeah, they didn't reach out to me, and they definitely didn't reach out to Sega. There have been some projects that have Sega's blessings, and they went through the proper channels, and Sega probably took a chunk of money from them. Nobody's really making money with records. That's the thing. Records are used to promote bands like merchandise, basically. We may opt to release a vinyl at live shows or mail order, but other than that, they're more like promotional giveaways these days. Eventually down the road, they're going to become very collectible. The stuff that we have currently in circulation, they're going to be collectible, like the old stuff. Los Microwaves and Baby Buddha records are going for $50 to $120 a piece for the original pressing.

David Javelosa

I've re-released Los Microwaves through Dark Entries Records, which is a known label, and Everyone's My Age through Dark Entries. Then I've re-released Music for Teenage Sex on Hyperspace, and then a second Los Microwaves album. These things aren't moving quite as fast as the original pressings from the '80s. As time goes on, they will become much more collectible, as will be the video game lounge soundtracks that I've been releasing.

David Javelosa

Then the other thing that I've been branching out on is doing an ambient series on Hyperspace.

Alexander Rojas

Oh, no way.

David Javelosa

Yeah, we have four releases of ambient records called Next World Sound Volumes 1 through 4. I'm working on a fifth volume, actually, this week. [coughs]

Alexander Rojas

Aw, I'm so sorry about your voice there.

David Javelosa

Let me just let me get a spritz of cough spray here.

Alexander Rojas

Absolutely. Take your time.

David Javelosa

Yeah it's the most talking I've been doing since my voice came back.

Alexander Rojas

[sympathetically] Right. You know what? I'll hop right to the second question, because I mostly focused the beginning here on your musical work. Or your non-Sega music work.

David Javelosa

So the… what's the name of those guys? Section 9?

Alexander Rojas

Section 9, yeah.

David Javelosa

Yeah, they were very nice, very cordial. They sent me a nice package. Then I promoted them with my websites and social media. It's all a mutual online love fest. We're just doing it for the love of the music, really. Notoriety doesn't hurt, because I've actually sold some pieces of music in recent years to TV shows. That's a great thing. That's where all the money really is.

Alexander Rojas

Right. Like licensing and residuals.

David Javelosa

Exactly. I sold the song "I Can't Say" from the David Microwave album to a Will Ferrell TV show, No Activity. It's just one song, the last scene plays over the credits. They cut me a nice big check as an advance, and I'll have residuals when it goes to syndication.

Alexander Rojas

Okay, I'll have to check that out.

David Javelosa

You know, my agent definitely took his share. [laughs] Then on top of that, we released, just recently, a Los Microwaves double remix album, which has a 45 12 of dance mixes on one disc.

David Javelosa

Then the second disc is a 12 33 of instrumental mixes for music supervisors. Hollywood seems to be really enamored with an '80s style of instrumental music. This is basically the first Los Microwaves album without any vocals on it.

Alexander Rojas

Huh. Yeah, it seems like that sound is very much in nowadays. You guys always had a unique, or have a unique sounding palette, I guess.

David Javelosa

Yeah, I'm hoping that it perks up a few ears.

Alexander Rojas

One last question before I move on to the Sega stuff; it's related. You had mentioned briefly that your first introduction to games was between your gigs, at like bars and stuff, you would play the arcade machines. Was that your first introduction to games?

David Javelosa

Pretty much. I remember being on tour. We'd be in bars, and then in the bars would be these coin-op machines. I'm sure some of them were Sega, but I wasn't even aware of anything [like that] back in those days. I just remember something like Defender or one of these spaceship games. It really caught my imagination. I found myself playing these games… Every club we went to, there'd be a whole other set of game machines in the club. The more we toured, the more sophisticated these games got. I remember actually seeing the evolution from 8-bit to 16-bit in the coin-op world. This would have been, what? 1980, '81?

Alexander Rojas

Oh interesting.

David Javelosa

The thing that I remember at that point was: somebody out there has a job making these things. I thought that would be a cool job to get into after I was done being, you know, a rock and roller.

Alexander Rojas

[laughs] Back then, the arcade games didn't have… I think that was just at the point where they were starting to introduce music more commonly into games.

David Javelosa

Yeah!

Alexander Rojas

Do you even remember hearing much outside of sound effects?

David Javelosa

Not really. I just remember it was all electronic sound. I did my undergraduate in electronic music, so it all resonated with me. I remember at one point living in New York and staying with some friends upstate. I think Los Microwaves was pretty much on hiatus by that point. [I'm] visiting some friends and they had a kid with a Nintendo… or no, an Atari. It was like an old Atari. I just glommed onto this thing because I remember Atari starting up in San Jose before I left. It was pretty fascinating.

Alexander Rojas

You were hired to Sega of America's production team. I think it was… Product Development Team was the name, in 1989. Could you tell us about that?

David Javelosa

Well, the transition from the club thing was… Leaving the band, doing Baby Buddha, moving to L.A. Once I got to L.A., I had decided I was going to go back to grad school. I started doing my master's in Composition at CalArts. In the meantime, one of my close compatriots in San Francisco, who was in the band called The Units and a couple of others like Tuxedomoon, said he had started getting freelance work in Silicon Valley, basically coding music. I'm going, "Coding music? What are you talking about?" At the time, I had recently picked up a Commodore 64 and I was starting to do very early MIDI with my Commodore 64 and making music for backtracks for doing live shows.

David Javelosa

My friend, who's LX Rudis, and you could look up his credits for early Atari games…

Alexander Rojas

The Lynx guy!

David Javelosa

The Lynx guy. Exactly, the Lynx guy. He's like my son's godfather.

Alexander Rojas

He's more than that, but the Lynx guy. [laughs]

David Javelosa

He was the best man at my first wedding. Anyway, LX basically said, "Listen, I'm having an ulcer because I got too much work. You know how to program FM synthesizers and you know how to do command line MIDI editing. You got the skills to help me out with these jobs." So he basically stuck to the hardcore shit, which was Atari and Epyx and Lynx. He gave me this company that had just hit the ground in the Bay Area and that was Sega [of America]. I came up and did a couple of meetings with Ed Anunziata at the time, who was like looking to get somebody to work on a hockey game for him.

Alexander Rojas

Mario Lemieux…?

David Javelosa

That was Mario Lemieux, yeah. It was Mario Lemieux's Ice Hockey. Then an EA title called M-1 Abrams Battle Tank. I think 688 Attack Sub.

Alexander Rojas

Yeah, Attack Sub. Those are the three, I think.

David Javelosa

Yeah. Those are the military… Those were the EA licenses. Then I think Mario Lemieux was a separate license. Using these primitive tools, I whipped together some sounds for Ed coming out of the Genesis. The main reason they brought me in was to help make the tools work. Because they had the Japanese tools, which nobody had access to, and then they had a local contractor create some tools, which were pretty much unusable.

Alexander Rojas

I think that was called the Sega Music Development System by a company called Artech.

David Javelosa

Yeah. There was one tool before GEMS. Then around 1991, they started developing GEMS. GEMS then came into maturity. They had put together a killer team. They had the Miller Brothers… One was a programmer, one was a music director, Mark Miller and John Miller. Chris Grigg and Bert Sloan. Bert Sloan was another programmer and Bert and John were a programming team. Chris Grigg was one of the people that helped create the MIDI specification.

Alexander Rojas

Oh! He was partly responsible for… because GEMS is a very MIDI focused system. Was he kind of responsible for that?

David Javelosa

Right! The real thing was basically: amortize the power of MIDI, which was rapidly becoming an industry standard, and making it completely portable from MIDI to game development. To basically leverage industry standards to make it easier to make games. Personally, I feel like GEMS did so much for the Genesis and Sega in general… To have a successful platform, you have to have lots of content. To have successful content, you have to have the best tools. GEMS was a fast and dirty tool for putting music into the Genesis.

David Javelosa

With all this music available, Sega was able to really crank out games, probably faster than it should have. There was probably more music than games to put them in. I remember our VP of development [Joe Miller], used to say, "You know, we got to slow down" and "We're doing too much shovelware." That's what he used to call it. Sega releases of shovelware. Like, yeah, we're just like generating garbage here.

Alexander Rojas

Oh! Even Sega's producers and the team and the management themselves, even back in the day, they were saying, "Our games are shovelware, we need to watch it."

David Javelosa

Yeah. When I joined Sega, I was a freelancer, I was still at CalArts, and I was flying up on the weekends to work at Sega. Even before I graduated, they flew me up full time. I started overlapping with my last year at CalArts, working full time at Sega of America in Redwood City. That was, I guess, late '91, early '92. From then on, I was full time straight on through to the Sega CD and the beginning developments of the Saturn.

Alexander Rojas

Oh, right. To step back a little bit here, when you were hired to Sega in October 1989, what was your official company position? Like, what were you hired for?

David Javelosa

In '89 I was a freelancer. I worked as a freelancer in '89. I worked on a couple titles in '90. I was starting to do meetings again in late '91, only to realize they were looking for someone to fill a position. At that point, Mark Miller was freelancing, but he was freelancing on site for the time. He also had controlling interests in the GEMS tool, which meant people were thinking it was a little bit of a conflict of interest. "He should either be on staff and Sega should own the tool, or he should be on freelance and license the tool."

David Javelosa

He decided to go the freelance license thing. Mark and I felt like we had the revolving door position. He was there full time when I was freelancing. I came in full time and he went freelance. Then when I left in '94, he came back in full time. It was the same players, just a different year. I didn't get hired full time until December '91, or maybe it was January '92. I can't remember. It was the holiday.

Alexander Rojas

That was exactly my next question.

David Javelosa

That's when I was officially hired full time as an employee. Before that, it was all freelance contracts.

Alexander Rojas

Right. Then… late '91, early '92… that was Sega Multimedia Studio at that time?

David Javelosa

That's right. That's what they were hiring me to head as far as audio. They needed an audio head for the Multimedia Studio. At that point I had just been working for Voyager, the Voyager Company, which was a multimedia company in L.A. doing classical music CD-ROMs.

Alexander Rojas

The CD-ROMs, yeah.

David Javelosa

Yeah. So Ken Balthaser was enamored with the idea that I had already been working in CD-ROM.

Alexander Rojas

Right. You had the experience. That was important for him.

David Javelosa

Yeah. I knew how to edit MIDI. I knew how to produce for CD-ROM. I knew how to write music and produce in a studio. I was the first hire. My first job was to build my staff up. I brought in Spencer Nielsen, I brought in Brian Coburn, I brought in Barry Blum, and then I brought in Tom Miley as a programmer.

Alexander Rojas

So you had walked into Multimedia Studio and it was practically empty. You were the one that populated it with the talent needed.

David Javelosa

Well, the audio side, yeah. It was me on the audio side, Tom Reuterdahl on the programming side, Mimi Doggett on the art side. Let's see, did they have even designers at the time? Eventually they brought in Jerome Domurat from Apple for the design team and Adam Sevillia, who's a great designer, oh my god. Completely crazy guy. Then we always had freelancers hanging around too, but those were the core full-timers.

Alexander Rojas

You had mentioned that when Multimedia Studio was established in late '91, early '92, that it absorbed the Product Development Team's audio department. Do you know what that was like?

David Javelosa

Well… Product Development was like an overall umbrella. There was no official product development. There's [the] Product Development department, which we were all in, and it included all the producers that were doing outside titles… inside producers who were doing development with outside developers… and these were all first party titles.

David Javelosa

Then we, the Multimedia team, were going to basically be the first internal development studio at Sega [of America]. It was specifically focused on the Sega CD system.

Alexander Rojas

Right. So they were putting all their money into CD.

David Javelosa

Yeah. I mean, Product Development was like a general umbrella. The Multimedia Studio was first and then it wasn't until later on that they dissolved the whole Multimedia thing and just called it all Product Development.

Alexander Rojas

Oh, okay. Interesting.

David Javelosa

The subdivision that it became was Developer…

Alexander Rojas

Technical Support?

David Javelosa

Yeah, there was Developer Technical Support and then Developer Creative Support.

Alexander Rojas

Creative support, yeah, Creative Support.

David Javelosa

The Multimedia team basically broke up into Creative Support and Developer Creative Support. We were the internal team supporting both our own development and external development. Nobody knew what they were doing at the time. We were all making it up at the same time. It sounds organized now in hindsight, but at the time nobody knew what they were doing.

Alexander Rojas

I feel like that's part of the theme of Sega of America. Jumping into the pool too soon and then learning how to swim as you're in the water.

David Javelosa

It was a lot of good intention, believe me.

Alexander Rojas

[laughs] Specifically, do you remember the address that the studio was located at, or was that just Redwood Shores?

David Javelosa

It was Redwood Shores. I remember a number like 920… something like that? Does that sound like a bell? If I went onto Google Maps right now, I could probably find it. Hang on, let me, let me just, yeah, let me zoom in and I can find the building.

Alexander Rojas

Yeah, we have an address field that we can plug that into.

David Javelosa

Oh, cool. Okay, let's see… Google Maps and Redwood…

Alexander Rojas

Yeah, cause when I think recording studio, I thought of something like in the heart of downtown…

David Javelosa

Spencer basically hived off at one point and created the Sega Music Group and he had a studio in downtown San Francisco.

Alexander Rojas

Okay, that's what I'm thinking of. But there was still a separate recording facility inside Multimedia Studio?

David Javelosa

There was, and actually Spencer started that one as well. He started that one and then he felt like he needed to branch off because all of a sudden he got the VP [Joe Miller] excited about releasing game music into the music industry and everyone got all starry-eyed and they ended up spending a lot of money, which didn't really pay off.

Alexander Rojas

Is that where the Sega Tunes CDs came from?

David Javelosa

Sounds familiar. Yeah, that sounds familiar.

Alexander Rojas

There was a bunch of arrangements of first-party STI stuff. [The CDs] had some Spinball arrangements and stuff like that.

David Javelosa

Right!

Alexander Rojas

Vectorman stuff…

David Javelosa

[looking at Google Maps] okay… I think I'm seeing… okay, let me go to Map View and see if I can… I mean, it haunts me every time I drive down the 101. So there's the exit…

Alexander Rojas

Oh, you're still in the Bay Area?

David Javelosa

Yeah, it was Shoreway Road. No, I go up to the Bay Area a lot. I think it's this building here… Yeah, it's 125 Shoreway Road.

Alexander Rojas

Okay. Cool. Thank you so much for looking that up. I'll get that plugged in later.

David Javelosa

Sure. That's where Product Development was and the Multimedia Studio was. Then Sega of America moved their headquarters around the corner to… which building? It was nearby… Shore Breeze Business Center, I think it was? That looks familiar.

Alexander Rojas

Beside the water?

David Javelosa

Yeah. It was… [looking at Google Maps] Gosh, oh, EA's over here now too. Oh, it was right behind where EA is now. Their campus was further north at the time, but they ended up moving right into the same area that Sega was. [looking at Google Maps] Oh yeah, that's all EA campus. That's crazy. The Shore Breeze Business Center was where Sega of America's corporate offices were. That's where Developer Technical Support was.

Alexander Rojas

Oh, awesome. We did not know that.

David Javelosa

Then Developer Creative Support was the 125 Shoreway building. Then I think that moved over to… [looking at Google Maps] I think we actually moved over to the Cormorant building [700 Saginaw]. What's the address here? Let's see if I can see it… I can't see an address…

Alexander Rojas

No worries. I appreciate you looking that up though. Another thing I wanted to ask was… One of your duties at Sega was music and audio supervision.

David Javelosa

Right!

Alexander Rojas

Could you describe what that work entails when it comes to video games versus normal music supervision?

David Javelosa

Well, it basically meant… cause everything was buyout music. We very rarely licensed music. If the studio couldn't do it, which… we rapidly ran out of bandwidth, we couldn't do all the requests coming from the external side of PD. I would basically identify qualified external freelancers, many of which were Mark Miller's people, cause they were all training under Mark, who had co-authored the GEMS system. I had actually sent a lot of academic colleagues to him, people like Wiley Evans and Steve Horowitz. Ironically I was teaching adjunct at San Francisco State because I needed a break from studio production.

David Javelosa

I was teaching in their multimedia program at San Francisco State. Then comes this really goth looking musician dude. That was Kurt Larson from Information Society. I'm saying "What are you doing in my class?" and he goes "I want to learn how to write music for games." I say, "Dude, you're already in a game machine," because the CD+G package that came with the Sega CD system [Rock Paintings/Hot Hits] had a couple tracks from Information Society on it.

Alexander Rojas

Oh! I did not know that.

David Javelosa

It was a perfect fit. We became really good friends and I got him hooked up with Mark Miller to do freelance work. Then I consulted with him when he was at EA and he was at a number of different developers. He's still working with the industry and he still tours with Information Society from time to time. I know they have a really big following in South America. He's a Southern hemisphere rockstar. Even though he's like a "Where are they now?" type of musician in the States.

Alexander Rojas

I'll see if I can bother him.

David Javelosa

So Mark Miller became my main source for freelancers. Then, just between you and I (because it's all water under the bridge), Mark Miller was one of these NDA'd contractors for Tommy Tallarico's studios. Tommy Tallarico, of course, is the self-proclaimed biggest name in video game music. The reason why he did it was he used the Hans Zimmer studio model. Which is… you sign a whole bunch of really good contractors, but they're all under NDA to not say who they're working for.

Alexander Rojas

Oh. Would you say that why… cause Tommy Tallarico as a brand, as a name, was known for having… not excellent music, but better music for Western titles at the time. Would you say that's partly the reason behind it? Contractors?

David Javelosa

Because he hired the best contractors, yeah. Same with Hans Zimmer in the movies. I guess in more proper circles, it would be called ghost writing. But in the business of entertainment, it's just business. So you sign an NDA, it's an NDA. If the NDA includes anonymity or ownership, so be it. You're getting paid to do what you like to do. It's just, that's somebody's owning it, and somebody's taking credit for it.

David Javelosa

Disney's like that too. I did work for a lot of Disney stuff, both as Sega stuff and other things. I did Pocahontas for Disney for the Sega Genesis. They say, "We own everything that you have been doing when you were working on our project for five years."

Alexander Rojas

Oof.

David Javelosa

I mean, it's monstrous.

Alexander Rojas

What was working with Disney like?

David Javelosa

It's huge. It's corporate. I've worked for them on multiple occasions. I worked for them as a tech support when I first came to L.A. I did tech support when I first came in and I did… what was the other thing? Computer support? Yeah. I did tech support on an administrative level helping all of these internal managers get their spreadsheets together. Then I worked with them as a tech support on the networking level, as they were trying to reconcile the fact that half the studio had Macs, half of them had PCs. I was already cross-platform from the beginning. Game development is a cross-platform discipline. Basically doing a lot of back and forth translation.

David Javelosa

Then I came back, through an agent, to basically pick up the lagging audio work on Pocahontas that they were doing for the Genesis.

Alexander Rojas

So that's why you were brought on specifically?

David Javelosa

Yeah. They called it technical support because I didn't "make" the music. It was Pocahontas music.

Alexander Rojas

You were translating.

David Javelosa

Yeah. They even had a staff audio person that took the credit for the audio translation. Basically I did it. Because I knew how to do it. I had just got out of Sega. I still had all my GEMS editing gear and when the agent said, "Can you do Sega Genesis game audio?", I say, "That's all I've been doing for the past four years."

Alexander Rojas

Right.

David Javelosa

It was a successful project. It was very over the top. They just threw so many resources at it. I was doing conference calls with four different countries.

Alexander Rojas

Oh wow. Cause you look at it, it doesn't seem like it was that big of a project. 30 years later, it's just another movie tie-in game on a shelf, but yeah, I guess it was Disney with a big movie.

David Javelosa

Yeah. That was what I ended up doing, before and after I was full time at Sega, basically doing independent contracts. Mostly for cartridge.

Alexander Rojas

Your other one… It was Pocahontas and Aaahh!!! Real Monsters, right?

David Javelosa

Oh, right. It was… Klasky Csupo was the content owner. And Dave Warhol's company… What was the name of that developer? Whoever Aaahh!!! Real Monsters was developed by, that's who I did the job with. [Realtime Associates] That was another one that came to me by way of my agent at ICM.

Alexander Rojas

You know, I'm curious. How does an agent go about hearing about something like that? Does the game development studio put out their feelers to like… the community of agents with like, "Well we need some music work done on this?"

David Javelosa

This is another phenomenon. Cause when I first got to L.A. in… I'm going to say, was it '94? Hollywood was reeling from the fact that video games was making more money than movies. Agents were freaking out saying, "How do we get into the game industry?"

Alexander Rojas

Right, CAA coming to Sega.

David Javelosa

Everyone from CAA to ICM to all the big movie agencies; William Morris. They were scrambling for talent. I would get calls from people out of the blue. They were just on Rolodex hunts… they were searching and doing research, and working the connections to find out who actually did the work on the games and who's…

Alexander Rojas

"Who's making this money?"

David Javelosa

Yeah. "Who's making this money that we need to have some of?"

Alexander Rojas

"Cause we ignored video games for the past like 20 years. Now it's finally time to start paying attention."

David Javelosa

Exactly. Luckily there was a friend of a friend who was at ICM and she was lovely. I had met her before at parties and she says, "I really think we should work together. But you're going to be teaching me as much as I'm going to be finding work for you."

David Javelosa

It was a learning curve for them and they may still be representing certain people. Like they were representing Hollywood writers as game designers. Then they were representing tried and true teams, like freelance development teams that had a producer / programmer or director. Like a small development shop, they were representing them to the big publishers. Then they were trying to work their percentages.

David Javelosa

I think for some people it works, some people it didn't. I was put together with a couple of projects that never went anywhere. Disney was big because Disney is too big to fail. They're happy to pay what it takes to get it done.

Alexander Rojas

Right. You had mentioned projects that never went anywhere. I'm sure a lot of those were, were non Sega projects, but, disregarding the SETI-Fiorella project, which I'm going to ask you about next…

David Javelosa

Oh wow. [laughs]

Alexander Rojas

Could you tell us about any non-SETI unreleased Sega games that you worked on?

David Javelosa

Sega CD?

Alexander Rojas

Just any Sega stuff.

David Javelosa

Well one of my favorites was Baby Boom. It was an Ed Annunziata title.

Alexander Rojas

Baby Boom!

David Javelosa

I've seen some fan art for a release cover, but I don't think it ever got out there on anything.

Alexander Rojas

You know, I think that that cover was real. That was their preliminary… that's what they were going to release it under.

David Javelosa

It was a sizzle.

Alexander Rojas

Yeah, I wanted to want to ask about that.

David Javelosa

The funny thing is that I actually went… That was one of the first and only licenses I did for Sega. I actually went out to the Raymond Scott estate to license Powerhouse.

Alexander Rojas

Yeah! What was speaking to Raymond Scott like?

David Javelosa

Raymond Scott was pretty much incommunicado by that point. He was very old and was not able to speak. I had visited him at his home and had a nice afternoon with his wife, Mitzi, who… god it was crazy. She showed me his studio with all the cannibalized technology. Cause he, you know, he had created synthesizers and sequencers before its day. He was just basically this hulk of a person, in the corner mumbling.

David Javelosa

Then Mitzi passed soon after that, but not before she sent me the schematics of his Electronium, which ended up in Mark Mothersbaugh's studio. The Electronium, which Mark Mothersbaugh from Devo ended up with a copy of. The other main copy of the machine was in Gordon Berry's studio at Motown Records.

David Javelosa

Powerhouse was the cartoon song to end all cartoon songs. A lot of people attribute it to Carl Stalling, who's the music director at Warner, and he arranged all of that stuff. But the original tune was Raymond Scott Quintette. I went to the source, so I wouldn't have to deal with Warner Brothers. I did a full MIDI arrangement for the demo cartridge [DJ Demo Reel] of Powerhouse. For a game that never happened.

Alexander Rojas

Baby Boom is sad. Everyone I interview, I ask them about Baby Boom, because I personally think the project would have been great. I like the gameplay concept…

David Javelosa

Yeah, it was like baby's hotel with Lemmings.

Alexander Rojas

Yeah. With like a crane game-y type aspect to it. Where all the stuff that you're trying to pick up is always moving.

David Javelosa

The premise was: it's New Year's Eve, you're a babysitter, and you're on the first level of this condo, and every level gets harder. You start moving up the floors of the condo and the babies start getting more and more suicidal and it's a brilliant game.

Alexander Rojas

[laughs]

David Javelosa

That's Ed. I'm in touch with Ed Annunziata and we have plans to get together this summer.

Alexander Rojas

They just announced a new Ecco game or a series of remasters or something. I think he's busy with that, but if you do get a chance to speak with them in the next couple of weeks, tell him that Alex would love to interview him. I've been trying to get in touch with him.

David Javelosa

Yeah. In fact, we're talking about releasing the soundtrack for Mort the Chicken on Hyperspace as a vinyl.

Alexander Rojas

Was Mort the Chicken Ed's game?

David Javelosa

I don't think it was a… was that a Sega game or did it go to PS1? I think it was a PlayStation game actually.

Alexander Rojas

When you were doing Baby Boom, did he [Annunziata] give you any [musical] direction as to… obviously you did Powerhouse, but there are some other tracks…

David Javelosa

He liked Powerhouse. That's one thing he knew. Ed had a very interesting musical language. The success of every producer is being able to use whatever language they have to communicate to their creatives. Ed's musical language, are you ready for this, is the catalog of Pink Floyd. He knows every track on every album by Pink Floyd. He will reference that as a way of describing what he wants in his music.

Alexander Rojas

When you worked with him, did you know Pink Floyd to the extent that he did?

David Javelosa

Absolutely. We spoke the same language immediately. So he would just describe a track and I say, "I know exactly what you want, based on your knowledge of Pink Floyd. You want the ethereal stuff here. You want the driving stuff here. You want the bluesy stuff here." He is a great guy to work with. Him and LX Rudis, those are the two guys mostly responsible for me being in games.

Alexander Rojas

Do you remember why Baby Boom was cancelled, specifically?

David Javelosa

I have no idea. I was long gone.

Alexander Rojas

Oh, okay. Gotcha. I know it was Ed producing, you were handling the music… Off the top of your head, do you remember anyone else?

David Javelosa

Oh god, I don't know. I'm imagining either Mimi or Kristen were doing at least the spec art. I don't know whether it was being programmed internally or externally [externally]. Ed liked to work with a lot of external programmers cause he could hold them to their milestones better if they were external.

Alexander Rojas

You were going to mention other unreleased Sega titles.

David Javelosa

Oh yeah. Let's see. Cause Baby Boom is something that… there were a handful of things that I was working on, and then I left Sega in… I guess it was Fall '94. A lot of projects followed me. In a way, Sega Channel was an unreleased project.

Alexander Rojas

Yeah. Not very well preserved.

David Javelosa

It went through a number of different iterations. The final ones actually didn't even have my music on it. They were released in a couple of test markets, but obviously it never became a national phenomenon.

Alexander Rojas

Do you remember how many tracks you did for Sega Channel?

David Javelosa

It was a buttload. I mean it was like at least 10 to a dozen chapter tracks and then some intros.

Alexander Rojas

Right. That was you and… did [John] Baker also work on that? Cause it sounds very Baker-esque.

David Javelosa

He came in after I had left. I had done a round [of tracks] when I was still on staff. Then when I left, they came back to me and said, "Would you continue freelance working on this stuff?" I say, "Okay." Then from what I heard, John came in to do more. They needed a few, just a couple more titles [tracks]. So they brought John in to do a couple of things on it. I think he got the credit on one of the title tracks. But John was one of our shortlists as far as like… there was John Baker. There was Andy Armer, there was Mark Miller, they all work for Mark. There was… what's his name? Greg… was it Greg? I used to party with this guy so much…

Alexander Rojas

No worries.

David Javelosa

Mark had his own group of people. The freelancers were always interchangeable. Having John come in… I was more than happy to have him take over.

Alexander Rojas

Right. To hop to that SETI-Fiorella project, can you tell us more about that?

David Javelosa

Well, that's another interesting thing because, as you know, I had been working for Voyager just before that, before Sega. Voyager had just released a CD-ROM featuring Fiorella Terenzi. Cause she's this outspoken, model-esque astrophysicist. They call her the Madonna of astrophysics. She had done an informational CD-ROM with the Voyager Company. I had already met her and her manager at parties with Voyager. Then when we were at Sega, there was still a lot of these multimedia conferences and everybody, all the content people, were… you had a lot of celebrity contents like Fiorella Terenzi and The Amazing Kat [Katherine Thomas], who's like this classical guitarist, violinist. Just a lot of the same people going to the same conferences, the same parties.

David Javelosa

I came back from… I think Macworld. I was with a couple of the Sega people that were with me, and they were saying, "This totally plays into Joe Miller's concept of doing a SETI game." Joe Miller, before he became VP of PD [Product Development] at Sega, he was a boy genius engineer at NASA. For him, SETI was real. He thought that if we could crowdsource every Sega Genesis out there, we would be able to decipher radio telescope information-

Alexander Rojas

No WAY.

David Javelosa

-and we would be able to identify the intelligence.

Alexander Rojas

[laughs] Oh my god. I… cause I thought it was SETI-themed. Like it was about SETI. I didn't know it was actually- it was an attempt to make a networked SETI system using Genesises.

David Javelosa

Yeah. Cause there were like, what? 7 million Genesises? And 7 million Genesises set up with a little individual dish, they'd be able to scan their footage of the sky and use the [Motorola] 68000 to process their share of the data. Ironically, a couple of years after that, there was a thing called… was it SETI For All? [SETI@home] It was a screensaver that went out.

Alexander Rojas

Right, that's what I'm thinking of!

David Javelosa

Yeah. The screensavers were… They weren't doing the scanning, but they were downloading the SETI data. When your PC went to sleep, it would basically take over the hardware and process SETI data in a crowdsource. It's hysterical.

David Javelosa

That was a perfect storm. Fiorella Terenzi, her manager, Joe Miller, the Multimedia Studio - "Let's make a CD-ROM on SETI". I think that was as far as it got. Cause the Multimedia Studio was, again… nobody knew what they were doing. Everything was in chaos. We had so many projects and we had so many project concepts floating around and no methodology. The only way we were able to actually get [anything done]… I mean, Ed Annunziata quit Jurassic Park as producer. We were working without a producer. At one point, the director of the Studio [Tom Reuterdahl] was trying to be the producer and he was overwhelmed with his position.

David Javelosa

At one point we all nominated Scott Bayless, who was one of the lead programmers, who was actually a decent producer from his previous gigs and he was actually able to deliver Jurassic Park. It was a basket case. Japan hated it, but it won game of the year.

Alexander Rojas

[in reaction to hearing Sega of Japan's dislike of the game] Oh really?

David Javelosa

Cause it was basically a PC point and click adventure on a 16-bit game console.

Alexander Rojas

It also had development costs that weren't immediately visible. The whole hiring Dr. Bakker, all the stuff that went into that. But if you look at the end result of the final game, it's not really that visible… It is once you play it, but usually when you see like a celebrity endorsement or something…

David Javelosa

They were trying to throw everything at this game. They were going to use the same [gameplay] model for the SETI game. Only have Fiorella as the spokesperson.

Alexander Rojas

The Genesis… you would need some specialized hardware… You said maybe a dish or… You would at least need some online connection. Was that hardware taken into account?

David Javelosa

Yes and no. That would have probably been the first feature to be cut. Hardware peripherals are extra money times your installed base and that's just not going to sell through.

Alexander Rojas

On that project, obviously you were involved with the Fiorella project somehow. What would you say your role was, and then who else can you remember?

David Javelosa

I was putting people together. That's seems like most of what I did [with Sega] was put people together. I was putting Fiorella and her manager together with our creative team and the PD team.

Alexander Rojas

Was anyone else assigned to it?

David Javelosa

We didn't have any hard assets assigned to it. I think it didn't really start picking up steam until after I decided to leave. I don't know if it was ever assigned to audio to start writing music or art for design or interface or gameplay. At that point, everything was in the rear-view mirror for me. All I had left when I moved to L.A. was some leftover contracts with Sega. Which was Sega Channel, and then stuff that came into the agent, which was Pocahontas and Real Monsters.

David Javelosa

Then I had a staff position briefly with InScape, which were doing PC games. A lot of them were spinning off doing some consoles. So I ended up doing Milo's Astro Lanes for Nintendo 64. Then also another game that the company was going to do called Tommy Thunder for PS2, but that never came together either. The big game that InScape was [working on was] Tales from the Crypt. Man, that was a monster.

Alexander Rojas

Haha. Literally.

David Javelosa

Yeah, literally and figuratively. There was so much animation and assets and audio recording and voiceover and game design. It's just like, rotting on a shelf somewhere with the Crypt Keeper. We even hired the voiceover guy from the Crypt Keeper to do custom voiceover for the game. It was great. Hollywood's wonderful like that.

Alexander Rojas

Yeah. It's funny how much work goes into some of these old projects just for no one to write anything down. Or you Google it and there's zero results.

David Javelosa

Yeah, exactly. So I'm glad you're archiving, I'm glad you're getting this down from the people that have the fleeting memories of what actually happened.

Alexander Rojas

Right. Because if we wait another 20, 30 years, a lot of those memories might be gone. Half of the people I speak to at Sega, they're like, "Yeah, I remember Joe Miller. He was a great guy." It's always past tense. Then I'm done with the interviews and then I have to go on Sega Retro and change a lot of "Is" to "Was"…

David Javelosa

Joe Miller went before his time. He was like a four-pack-a-day smoker.

Alexander Rojas

Yeah… Tom Kalinske shared a funny story where he was like, "Dude I'll pay a thousand dollars to stop smoking." He [Miller] couldn't take him up on the offer.

David Javelosa

Yeah. I know. It's a shame.

Alexander Rojas

So there was Baby Boom. There was the Fiorella project. Off the top of your head, any other unreleased Sega games that you worked on?

David Javelosa

Wild Woody? I didn't work on it, but I remember these were being worked on. This was a Brian Coburn project. Have you talked to Brian Coburn?

Alexander Rojas

No, but he's on my list now. What should I be asking him about?

David Javelosa

He was my second hire. I was introduced to him through LX, and I just knew him as like a early sample user. Just using samples in his music, like sound effects. I thought he would make a great sound designer and he was. He did all the music for Mort the Chicken, did a fourth of the music for Jurassic Park, worked on Ghen Wars too? Does that ring a bell?

Alexander Rojas

Oh yeah, Ghen War, I do remember that, yeah. A little quick question on that… I'm going to ask one more Jurassic Park question.

Alexander Rojas

There was a playthrough recently by a video game show on YouTube [Game Grumps] where the hosts were very enamored with a particular track. When you go into the Visitor's Center, there's like a little ditty that plays in the background, like BOMBUMBOMBOMBOMBUM. Then tere's a part that goes MAMANAMANAP. This might be a stretch, but do you remember who did that track?

David Javelosa

Sounds like me. [laughs]

Alexander Rojas

[laughs] I was going to say! Cause I was like… that really sounds like Javelosa's work, but I don't want to claim it's him in case it was someone else.

David Javelosa

Oh, and by the way, it's pronounced "Havelosa."

Alexander Rojas

Oh really? [apologetically] Oh my gosh. Ah okay, cool.

David Javelosa

It's something that people don't come to realize late 'til later, but yeah, it's been part of my life.

Alexander Rojas

Correcting people, yeah.

David Javelosa

I actually have an interview with Poorman from KROQ [Jim Trenton] next week for all my Posh Boy days and Rodney on the ROQ stuff. Everyone's trying to capture the archives while we're still alive.

Alexander Rojas

[laughs] Yeah. So one of the things that you mentioned… I think it was on your website, you were summarizing your Sega work. You said that one of your roles was to act as a sort of liaison between Sega of Japan and Sega Europe and Sega of America. Was that you hiring someone else to fill that role, or were you actually being the liaison?

David Javelosa

The story that behind that is Sega had sent me to Japan for the rollout of the technical specs of the Sega CD, because we were Sega of America and we all were privy to it. Sega Japan wanted the core members of our team to come to Hamamatsu… or not Hamamatsu; to Tokyo. Hamamatsu was my other job when I was at Yamaha. We were in Tokyo for Sega and here are all these independent developers from both the States and Europe. They were not able to understand these specs at all from the Japanese presenters.

David Javelosa

The tech was just too much more next level because it's all CD and streaming audio buffers and interleaved data formats. We had the benefit of having the material direct at Sega of America. What I ended up having to do is go up and co-present with my Japanese counterparts, not because I knew Japanese but because I knew what the hell they were talking about in Japanese. They turned to me, because I already understood because they had already presented to us [at Sega of America]. Then I would turn around and do the presentation in English to the Americans and Europeans just because I knew the stuff.

Alexander Rojas

Oh, right. Interesting. You were a part of the Sega CD announcement.

David Javelosa

Right. I was there to basically… that's not why they sent me there, but my job was basically getting them to understand what I already knew. In spite of the fact that the Japanese were trying to communicate it. So the Japanese tried to communicate, but luckily the SoA staff was there to close the deal with these guys.

Alexander Rojas

Right. Actually that was a running theme with Sega of America… difficulties in communication between them and Sega of Japan.

David Javelosa

It was always a cultural clash. Not just in language. I mean in management style, in corporate identity. I remember… here's a funny anecdote for you. I had come back from Sega [of Japan] with a bunch of assets on CD, and one of the tracks of the CD was the Sega corporate anthem [Wakai Chikara]. Now we don't have that necessarily in the US, but in Japan, they still had corporate anthems for every company, and people would sing this at the beginning of their work day.

David Javelosa

They would come on the intercom, like in elementary school, and you'd sing along to the corporate anthem on the intercom. Months later, someone in the head office at Sega of America said, "Oh, we would love for you audio guys to put together a mixtape for the hold system on the Sega phone system. When we put people on hold, they could hear game music instead of muzak." I say, "Great." You know, I'll put some of the best stuff we had on CD. Then I had the crazy idea. I think, I'll put the Sega corporate anthem on too. Just for gags, you know?

David Javelosa

It turned out some of the higher-ups from Sega of Japan called into Sega of America and they happen to catch it on rotation and they heard the Sega corporate thing and they're going, "Oh, that's really unusual." So they talked to the execs at Sega of America. Sega of America execs… They were, in a way, almost anti-Japanese. They wanted Sega to be an American company. They wanted Sega to be its own thing. They immediately bristled, "Get that shit off our call systems!"

Alexander Rojas

Oh really?

David Javelosa

The issue was, it was a matter of just programming your CD player so it didn't play that track, right? The crazy thing is that the whole difference between Sega of America and Sega Japan was based on the fact that Sega was started by an American in Tokyo named David Rosen. So a lot of people looked at it as an American company that got taken over by the Japanese. Then the Japanese expanded it, created their American and European subsidiaries.

Alexander Rojas

Personally, as someone who's been inside the company, would you say that the fact that it was started by an American and then got taken over by the Japanese… do you think that that's some of the main reason behind the animosity between the two companies?

David Javelosa

I think the resentment was only at the very, very top, especially because they were having difficulty with their own agenda. When you think about it, it was basically David Rosen's company, because he was a GI in Tokyo after the war. Then he basically merged with Service Games. Then that's when they shortened the title to Sega for Service Games. Then they had either licensed or sold the company at one point in the '70s when arcade was big, and at the very beginning of home consoles, and then Sega was basically owned by Paramount.

Alexander Rojas

Yeah. Gulf and Western for a little while, it was very strange.

David Javelosa

Yeah. Then it went back to Sega Japan and then it was reborn with the Genesis and then it's branched out with the subsidiaries again. It's a long, confusing history that people in the Studio really didn't care about. You know, it's what we do.

David Javelosa

There's like a lot of cultural advantage too. You know the recognized common wisdom was that the American development teams were really good at content and the Japanese development teams were really good at tech. So the games that were the best were the ones that leveraged those two advantages.

David Javelosa

One of the things that I had worked on before I left was Doctor Robotnik's Mean Bean Machine. That was a three way collaboration. It was Puyo Puyo on the Genesis, we had the code for that. It was Max Taylor from Sega Europe, who was a producer at SoA, who basically came up with the idea of… This is going to be Dr. Robotnik, Sonic's nemesis. The whole internal studio thing was: let's all leverage on the Sonic characters, let's be Disney about it. Everything is gonna have a spin on Sonic characters. The evil Tetris clone is going to be Dr. Robotnik. So he came to me and said, "I want this to sound like Kraftwerk." I'm going, "That's right up my alley!"

Alexander Rojas

Yeah. Okay! Was there actually a license involved in that? Or was that just him being-

David Javelosa

There was not a license! The first pass was so close to Kraftwerk that the lawyers at SoJ said "Start again." So there is code running around and it still has the Kraftwerk in it.

Alexander Rojas

Yeah. I think you shared that on your… by the way, thank you so much, you've shared so much on your YouTube channel… All your YouTube videos and all the stuff you put in it, even your comments. Thank you.

David Javelosa

Oh yeah. It's just something to do. I'm beyond trying to set the record straight. I'm just basically trying to set a record.

Alexander Rojas

Right. I can help with that. Once all this information gets put out, things will be a little more straight. Speaking of the YouTube channel actually… In September 2023… you post a lot of interesting stuff, worthy of discussion… but one of your videos. It was called FM 9 5 23, which was the post date. It was like an abstract audio mashup.

David Javelosa

Oh yeah!

Alexander Rojas

There was some Spinball footage in the background.

David Javelosa

That's right. That was my homage to FM technology.

Alexander Rojas

Okay. That's what I got. It was a lot of game work in there.

David Javelosa

I was using Genesis visuals and I was using Yamaha TX synthesizers and I think I had like multiple FM instruments in that track.

Alexander Rojas

The reason I bring up that video is cause two of our researchers, Katsushimi and MDTravis, noticed that video and realized that the Sega footage you're pulling from is actually rare unreleased promo footage shown at Summer CES '93, I think.

David Javelosa

Yes, that's right.

Alexander Rojas

Do you have a nice VCR or anything?

David Javelosa

I do. I still have [the VHS].

Alexander Rojas

We would love to see the full length video of that if you're able to upload it.

David Javelosa

Absolutely. In fact, I believe I have the entire thing digitized already.

Alexander Rojas

Oh, wow. That would be stellar.

David Javelosa

Cause one of the reasons why is I would use that video in my class for historical reference. At one point… this shows how long I've been teaching: they took away all of our TVs and video players and they said, "Just use the computer screen in your classroom. I say, "Oh, that means I have to digitize everything?" So the Sega Multimedia [promo footage]… it was two parts. It was the documentary on the Sega Multimedia Studio. Then it was the Sega title releases for Summer '93 CES, and it's all on one reel. I've seen the two halves online separately, but my copy was the VHS in its entirety and I digitized the entire thing.

Alexander Rojas

As long as we have a clean copy of each, that would be incredible.

David Javelosa

Yeah. In fact, I think I had a really clean copy done most recently, I just have to make sure I haven't dumped all that stuff because I purged my hard drives when I stopped teaching, but I know that stuff is so rare.

Alexander Rojas

So a couple more questions here, cause I do want to be respectful of your time. I appreciate you giving me so many hours here.

David Javelosa

No, it's okay. It's a sick day. So I'm chilling out.

Alexander Rojas

Perfect. Sega Multimedia Studio made a couple of Sega CD tech demos. The first one is much more well known cause it features Sonic standing on a CD in space. There's Joe Montana floating around… Could you tell us a little bit about that?

David Javelosa

Yeah. So I think at the time it was me and Spencer and Brian, we were the three music guys. You'll hear music on there that represents the three of us. Spencer does more of the new age-y, higher quality stuff, I do the more edgy cinematic stuff, and Brian does more of the hip hop, remix type of stuff. The Sonic music on there was all remixed and edited; that was Brian's contribution. I can walk you through that, or maybe I'll just post notes on the video that I have of it on my channel, on YouTube.

Alexander Rojas

That would be incredible.

David Javelosa

And then I'm assuming the other tech demo was the Sega CD…

Alexander Rojas

Screen Animator?

David Javelosa

Yeah. The concept behind that was that the Sega CD system was actually able to detect the volume levels coming off the Red Book channel. With that, you were able to see the meters moving up and down on the CD player in the BIOS. So if you were to just play audio CDs on your Sega CD, you'd have this little CD player animation on the BIOS with these audio meters moving up and down.

David Javelosa

I was thinking… Katy Weathers was an intern and she was doing all sorts of experimental things with photography and palette shifting. I was realizing that if we could palette shift grayscale photos and then attach that palette shift value to the audio level meters on the CD system, you have this whole psychedelic light show for very, very little RAM, because basically palette shifting is the type of animation you see in still shots where the only thing that's happening is colors are changing.

Alexander Rojas

It's free essentially.

David Javelosa

Yeah, exactly. Cause you're just shifting the numbers on the palette. If we shifted the numbers on the palette using the values coming off of the audio monitor, then every picture that we would throw up there turns into like this whole psychedelic thing depending on how each photo is processed.

David Javelosa

I sketched out the concept to Tom Reuterdahl. At the time we were just really scrambling for projects. We were really scrambling for stuff to make us look busy because everything was either hurry up or wait. We were in this period… like we'd better look like we know that we're doing or we're going to get laid off. I said, "Okay, here's a project." This is going to be really cool. I told Katy, "Take pictures of everybody in the studio." So we have photo content. Then Tom basically would help Katy process these things for grayscale and attach the color palette numbers to the audio meters.

David Javelosa

We have a finite memory size because it's going to fit in the CD+G channel. The CD+G is basically where I got the [inspiration]. It was a Jimi Hendrix track on the CD+G demo [Rock Paintings/Hot Hits], and [mine] was doing the same. It was color shifting. It was creating all the psychedelic visuals to Jimi Hendrix, but we were also under pressure to outreach to other celebrities like Peter Gabriel and Todd Rundgren and… what's the guy from Mötley Crüe? Vince Neil. Vince Neil from Mötley Crüe. It turned out one of our artists' brothers worked on his car racing team [Vince Neil Racing]. So we had Vince Neil in the studio to show him this demo to say, "Let's do a Vince Neil-themed Sega CD racing game featuring Vince Neil Racing." We'll have Vince Neil music (which we're using the Mötley Crüe music [for the demo] but whatever) and photovisuals of the band. But right now we're using pictures of the people in the studio.

David Javelosa

We played it for him and he liked it. Everyone was excited. Japan thought it was amazing. They couldn't figure out where it came from. How we work. They were always just amazed at all the creative things that we would do, but Sega of America execs were saying, "Well, that's cute, put it on the shelf. We'll come up with something later." That's where it's stayed.

David Javelosa

Of course the whole celebrity CD-ROM with Vince Neil… after he had his little trial with with the guy that got killed in a car accident [Razzle], I knocked that project out of the way.

Alexander Rojas

What was the name of that game?

David Javelosa

There was no real name. There was no working title. It was a demo. It was the Sega CD… I was calling it the Sega CD Screensaver Demo.

Alexander Rojas

No, not the screensaver, the Vince-

David Javelosa

Oh, there was never a working title for the game because we never really got to game design to come up with a concept.

Alexander Rojas

Okay. So it was pretty early. It didn't have a lot of like actual tangible development done on it, just throwing up ideas.

David Javelosa

No, it was only a license. They had a license and a screensaver. [laughs]

Alexander Rojas

So would that palette cycling screensaver have been used in the game? Are you talking about using similar technology?

David Javelosa

It would have been a technology that would live in the CD+G channel. It would basically play this visual to whatever CD you put in the machine.

Alexander Rojas

Oh, okay. You're saying the technology used in the screen animator demo would have later been used in this rock and roll racing game.

David Javelosa

Right. To start with and then hopefully be picked up in other projects.

Alexander Rojas

So you had mentioned other celebrities. Were those just… what were you working on with Peter Gabriel, for example?

David Javelosa

We were trying to put together… well, he had put out a CD-ROM and his people came to meet with us to basically release the same CD-ROM compatible with the Sega Genesis, but the visual quality was not high enough for them. The same thing happened, I think, with Thomas Dolby.

David Javelosa

The Todd Rundgren thing [No World Order] was actually better. The Todd Rundgren thing was just going to be audio only.

Alexander Rojas

What would that have been?

David Javelosa

So the Todd Rundgren thing was a real time cut and paste music arranger. You'd have all these snippets from Todd Rundgren's studio that you'd be able to tie together into a piece of music in real time.

Alexander Rojas

Oh, like a rudimentary on-CD audio editor.

David Javelosa

You were navigating in an aquarium in 3D space and you were picking up these audio snippets. As you explored 3D space, you were adding the audio clips to it. So your musical performance would be different every time. Very brainy, you know, it was very hard to get the managers to get their heads around. Remember, the managers were all about amortizing the Sega licenses. They wanted more Sonic and Robotnik stuff.

David Javelosa

When I first got on staff, I had been working in classical music CD-ROM [with the Voyager Company] and I thought, y'know, wouldn't it be fun to do an educational or edutainment classical CD-ROM for the Genesis of something like Peter and the Wolf. We can license the David Bowie version, because David Bowie had narrated a Peter and the Wolf LP.

David Javelosa

We could license those assets featured as a David Bowie celebrity tie in. We would basically have an illustrated video game of Peter and the Wolf. The manager of the Studio at the time, he shot right back to me and says, "This is a great idea, but could we make it Sonic and the Wolf?"

Alexander Rojas

Oh my god. Okay. Sonic and the Wolf. I've never heard of this before.

David Javelosa

Well at the time… first of all, I said, "No way." Prokofiev would be spinning in his grave. I don't think David Bowie would do it.

Alexander Rojas

[laughs]

David Javelosa

But now that I look at it with much more adult eyes, I'm thinking, if we really worked it, it would have been big.

Alexander Rojas

Oh, of course. How far did that project get? It doesn't sound like very far either.

David Javelosa

No, it lasted two feet away from my desk. The moment my manager left my office, I just shelved it. I thought, "Oh well."

Alexander Rojas

So there were never any intentions for it to be a Sonic game. It was just, "Let's do Peter and the Wolf. Oh, how about Sonic and the Wolf? Ha ha ha." There weren't any discussions of it being Sonic past then. It was just one sentence really?

David Javelosa

Yeah. That was pretty much it. That suggestion killed it for me. Had I been more of a consumer electronics person at the time, I think we could have maybe tried to fly it, but oh well. Just another anecdote.

Alexander Rojas

The Peter Gabriel thing, he said that was just a translation of one of his-

David Javelosa

Okay, so Peter Gabriel had a CD-ROM called Real World [Xplora1: Peter Gabriel's Secret World]. I think he published it himself. Voyager was looking at it at one point because I remember copies there… I think the quality of the Sega CD system with NTSC television was not really cutting it for the multimedia people.

Alexander Rojas

Yeah, agreed. That's a good way of putting it.

David Javelosa

I mean, they might've gone to 3DO with it. There might've been a 3DO release. These are the people we were competing with… Sega CD, 3DO, CDTV, which was Commodore. Philips… Philips CD. What was the name of their CD system?

Alexander Rojas

CD-i.

David Javelosa

CD-i. Then, of course, Apple had a CD format too, a desktop format. I mean a tube top format.

Alexander Rojas

Yeah. Pippin, I think.

David Javelosa

The Pippin. That's right. It was another Apple; not the Newton, the Pippin.

Alexander Rojas

I don't remember. I wasn't that old back then. [laughs]

David Javelosa

I just barely remember the Pippin. I remember seeing the rollout for the Pippin at what became Digital Hollywood. There were developers in the back row shouting, "It's dead, Jim."

Alexander Rojas

[laughs] Another topic: Michael Jackson had said that on a couple of occasions he had visited Sega of America to check out their audio stuff. Did he come through the Studio at all or is that something different?

David Javelosa

[in confirmation] I was there. We talked.

Alexander Rojas

What game was he… was he just coming into the Studio to chat and say hi, or was he working on any projects while he was there?

David Javelosa

He came into the Studio because evidently he was dropping assets at STI, which was across the street, and they were basically working on Sonic 3. So Sonic 3 was going to be a big Michael Jackson release with Michael Jackson music all through it, just as he did with Moonwalker and just as he would do later with Space Channel 5. But it wasn't really Michael Jackson in Space Channel 5. It turned out that was all just tribute to Michael Jackson.

Alexander Rojas

Yeah. He was tossed in at the last minute.

David Javelosa

Yeah. Anyway, Michael Jackson walked into the studio and was touring especially the audio department. He really wanted to meet the audio guys. He came in… He had just broken his leg or something. It was on crutches. We didn't talk about Sonic 3 because I know STI was doing the game, but I had mentioned a couple of mutual acquaintances like my partner in Baby Buddha, Charles. His brother was Jeffrey Hornaday, a choreographer that worked with Michael Jackson and Madonna and a lot of people. We were just relating stories about that. Then a couple of months after that, we were brought into the STI studios and they said, "We're burying Michael Jackson's tracks. So we need new tracks to go up at the front."

Alexander Rojas

On Sonic 3?

David Javelosa

On Sonic 3. Yeah. I think some of that stuff got pushed back. They definitely buried the Michael Jackson tracks in Sonic 3, so like later levels. So you can still find them. But a lot of that stuff was Howard Drossin at STI, who was another great guy. He was one of us, but he was on the Japanese side of the street. Because STI was basically what became Team Sonic. They were basically the golden boys from Sega Tokyo that got to work in the US.

David Javelosa

But then they hired Howard to do the audio, and then he did amazing things on Sonic Spinball. That was all him. Howard and Barry Blum, who was on my team. My team was basically put with: we got to fill in the gap with Michael Jackson because he's fallen out of favor and we're not going to have his name on it. We're going to use a couple of his tracks, but they're going to be pushed way back.

David Javelosa

I don't know if you've ever played the later levels of Space Channel 5… There is a Michael Jackson character in there. This is for the Dreamcast…

Alexander Rojas

I'm so sorry. I just remembered a question that I wanted to ask you about. Screen Animator. One of those researchers… they noticed that the Sega footage you're pulling from is actually rare unreleased promo footage shown at Summer CES '93, I think.

David Javelosa

Yes. We were all using a collection of GEMS instruments for the music we were working with, even for our Red Book productions, but no one more than Brian Coburn. That first track is a Brian Coburn song. Because he was doing it for Sega, he would always remix Sega instrument sounds from the Genesis. He loved the Genesis sound. He loved the Genesis as an FM synthesizer. So he'd remix FM synthesizer from the Genesis into his hip hop dance music.

Alexander Rojas

Right. Okay. I was wondering what that connection was.

David Javelosa

The connection is Brian Coburn. He would re-sample everything. He'd re-sample the Genesis and then release it onto the Sega CD and re-sample that and release it onto vinyl and whatever. Very good repurposer. But, yeah, if you hear music that sounds like it's ripping off the Japanese Sega stuff, it's probably Coburn. Only doing it because he thought it was his job.

Alexander Rojas

[laughs] That makes sense.

David Javelosa

Yeah.

Alexander Rojas

Looking back on everything you've accomplished at Sega, through Sega, with Sega, what are you the most proud of?

David Javelosa

What am I the most proud of? You mean a particular title or involvement or?

Alexander Rojas

Any of your work, I guess, or what stands out the most to you.

David Javelosa

I'm proud of just the experience of being there at the beginning and taking it as far as I did. I was at the beginning of command line, when they were just transitioning from 8-bit to 16-bit and then taking it through 16-bit and CD-ROM and leaving at about the time that 3D animation was getting to become what it is today. I feel like I was in the movies just as they were adopting sound.

Alexander Rojas

You've seen the evolution of all of this.

David Javelosa

Yeah, I feel like I'm a silent movie veteran.

Alexander Rojas

[laughs] In a way, you really are. Because personally, I've always felt, especially in your music, you're in the modern era, but so much of your music comes from a time that's not really documented as well, like the whole era of synthesizers. There is some documentation on that, but it's just not as popular, I guess.

David Javelosa

Well, my older bands are considered synth punk bands. We were in the punk era, but we were using synthesizers. Baby Buddha and Los Microwaves is basically all my inspiration for the video game stuff that I did. Then the video game stuff is completely related to all the electronic music that's been happening since.

David Javelosa

Then coming full circle, the labels that have re-released my material, like Dark Entries and Section 9, it's because there's a market for it all of a sudden, again. As a result, I'm busy doing performances and putting out more records on my own. The whole period in between has just fed the momentum. And 20 years of teaching, which I felt like Rumplestiltskin. I felt like I went to sleep for 23 years and came back and found out that people want to buy my records again.

Alexander Rojas

Can you quickly tell us about your passion for skydiving?

David Javelosa

[laughs] When I started teaching, I thought, okay, my life has changed for a while, for good baby. I'm not going to be doing crazy music gigs. I'm not going to be, you know, sweating it out in the studio for corporate music. I'm going to be preparing lessons, going to the classroom, and then I have all this free time. I thought, "This is going to be great." I thought, "What could I possibly be doing with my free time?" A friend gave me a present of a tandem jump for my 50th birthday. After I came down from that, I said, "This is what I'm going to be doing."

David Javelosa

Six months later, I started a first jump course and got my A license, and I started jumping in formations. I ended up going out there like every other weekend and just working my way up from an A license to a D license as an experienced skydiver. I was shooting camera for tandems and doing big way formations of like 50 people in the sky.

David Javelosa

It was just a weekend sport, but it is such an intense subculture. It's like golf or surfing or riding Harleys on the weekend. It's a very intensive hobby. Then you have a core group of people in the culture that are constantly reinforcing staying in the sport. It took the pandemic really to get me to do it. A bit of information: I've logged close to 1100 skydives.

Alexander Rojas

Oh, geez. Wow. I'm glad I asked. I just wish I had more time to ask you about that.

David Javelosa

Next time.

Alexander Rojas

Next time, yeah. Last question: Any advice for all the young and aspiring musicians out there? Just from all your experience?

David Javelosa

For musicians or game developers?

Alexander Rojas

Both. I guess I just want to hear some advice. [laughs]

David Javelosa

Getting into the game business on any creative level is pretty much as hard, if not harder, than getting into the film and TV business at any level. It has gotten so sewn up and competitive over the past 10, 15, 20 years. It's just hard, but you can do it. You have to be talented. You have to network. You have to find those opportunities, and then you have to be lucky.

David Javelosa

Networking gets you to know people, opportunities gets you to know where the jobs are, and then being lucky. Then, when all that's said and done, you still have to have the talent. Manage those four items. It still can be done, because people get discovered over time.

David Javelosa

Same with the music business, though there's not much of a music business [anymore]. In the music business, I'd say, keep as much of your work as possible. In other words, if you want to release records, make your own records or CDs or cassettes. If you're going to be booking gigs, play as many gigs as you want, if you like playing gigs. Find a balance if one thing's more tiring than the other.

David Javelosa

Working with professional people is great. Just make sure you pay your professional people. Agents get their percentage. Booking agents, photographers, cover models, everyone needs to get paid. If you're going to be the solo artist, pay your side people. They're not going to do it just for the exposure.

David Javelosa

Then other than that, just keep at it. That's the thing. It can be so frustrating and so discouraging. But if you keep working in the same direction, eventually something's going to break through. Persistence is one thing. The other thing is stay flexible. Because if your heart's set on one direction, you might miss an opportunity in another direction, like video games. I was still doing electronic music in clubs when I started doing the first video game thing. I'm thinking, "Well, this is better than a day job, driving a cab or making pizzas. I'm getting paid to write electronic music. How cool is that?"

Alexander Rojas

Thank you so much. This is wonderful. I really appreciate you giving me all this time… I learned so much.

David Javelosa

Well, it's nice to catch back up with you. Hopefully, I might have cleared up some things that were in question from last time.

Alexander Rojas

Absolutely!

David Javelosa

If there are questions for next time, you could either write them down and we can get a head start that way, or we'll do another phone interview.

Alexander Rojas

I'll have to get some questions together. Again, just speaking to you again, after all this, it feels like there's a little bit of closure here. It's nice to finally speak to you verbally.

David Javelosa

So you don't have a record player?

Alexander Rojas

I don't. I have a tape deck!

David Javelosa

Oh, okay. I was going to say I'd send you some records if you had a record player.

Alexander Rojas

Oh thank you so much.

David Javelosa

But you can you could download stuff from Bandcamp. I don't have any download codes. But if you want to listen to stuff on Bandcamp, it's all over Bandcamp. There should be a link in my emails that takes you to Linktree. Linktree has Bandcamp links in it.

Alexander Rojas

Right. Oh, and then one last thing. I'm going to be doing a refresh of your personal article on Sega Retro. I'll send you a link when that's complete. Then if you wanted to take that and copy it anywhere, like your SMC page or whatever, you can do that.

David Javelosa

Okay. You know, I am now retired from SMC.

Alexander Rojas

Oh, okay. Gotcha. I'll update that as well.

David Javelosa

I retired from SMC almost a year ago. That's why I've been doing so many records and so many gigs.

Alexander Rojas

Right. You have the time.

David Javelosa

Who knows what I'm going to be doing next?

Alexander Rojas

All right, I do have to run here, but thanks so much again. This is absolutely wonderful.

David Javelosa

Thank YOU.

Alexander Rojas

I'm smiling so much. This is great.

David Javelosa

Great. Excellent. You're welcome.

Alexander Rojas

Take care.

David Javelosa

All right. You too.

Closing Thoughts

Transcript sourced from https://segaretro.org/Interview:_David_Javelosa_(2025-05-07)_by_Alexander_Rojas and migrated into devquoted with linked people, tags, source metadata, and media where available.