MPSE Wavelength

Fall 2023

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M OT I O N P I CTU R E S O U N D E D I TO R S 49 fact, on Aladdin, John Musker and Ron Clements (the directors) were very clear with me that one of the reasons I got hired was that I had worked on Raiders of the Lost Ark and they wanted this movie to have an epic feel like Raiders, along with the mirth and merriment of an animated film. Not a cartoon! At that time, you couldn't use the word "cartoon" at Disney. These were serious films … and I agree with that. We felt as though it would be a disservice to just make funny sounds for the sight gags. They had to be sounds that made the scene funny, not funny sounds in and of themselves. I think that's an important lesson to learn for young sound designers: Comedy doesn't need funny sounds, it needs sounds that make it funny. SL: In my last piece for Wavelength (Summer 2023), Gary Rydstrom told me about a moment with Mel Brooks on the movie Spaceballs that Gary did with Randy Thom. There was a scene where Rick Moranis is struggling to get through a door with his huge helmet, and Gary made funny squeaky mechanical sounds for the door. And Mel said, "STOP! Stop! …I throw the ball of comedy at you, and it bounces OFF of you. YOU can't be funny." MM: Oooh! What a great metaphor! SL: And so he changed it to straight sounds. To your point … it's an interesting lesson to learn, and you almost have to see it in action to learn it. Let's talk about The Fifth Element. That's one where you created a world. That was almost your Star Wars. You created a lot of stuff. MM: Yeah, we designed so much … spaceships, weaponry, and creature voices. It was never-ending. Another panic attack. I take on movies like that, and the first week or month, I'm almost immobilized. SL: I remember. One moment that makes me smile … there's a sound that harkens back to Explorers. At the end of Explorers, when Wak's father's ship "peels out"—in space! And there's a lot of that in The Fifth Element also! MM: YOU probably hear that! I don't know how many people hear that! Good for you. Good ear. SL: Well, I've been doing this a while. MM: Luc (Besson, the director), his MO, at least at the time, was to surround himself with the best people, as he did in every department. Camera, costumes, production design … incredible people in every department, and let them do what they do best. I would say, for his stature as a director, I had the least contact with him. And that is a compliment. He just trusted me. The first sounds I made were the floating cars, that whole universe was populated with them and those had to sound right before I could move forward. I'll never forget bringing him the first tests for those. I'd drive out to Malibu, he has a house on the beach. I'd wait an hour while he's swimming with the dolphins… SL: MM: …He's very French! We'd have a glass of wine, we might have lunch… "Okay, now let's listen to some sounds." And I played him those sounds, and he'd say, "Great, great, great! Mark, thanks!" "Okay, I'll come back in a couple weeks with the Mondoshawan voices, OK?" And no matter how hard I tried after that demo session, I couldn't get him again for a review session. His editor, Sylvie Landra, would just tell me, "He trusts you!" SL: Awww. MM: And that just … the glow that that gave me was unbelievable. And the mix went unbelievably well. The only hitch was the big attack when we meet the Mangalors for the first time, they shoot down the ship, and it crashes on the planet. We had built that scene sonically in classic space epic fashion. Big spaceships, big explosions, cool sounding weapons. It resembled the Star Wars attack on the Death Star in scope cinematically and aurally. Yet, because we never ran reels for Luc, he never previewed any of my work … it was the one-and-only time we had an odd and uncomfortable beat (at the mix). After playing back the final mix for that reel, the lights came up and Luc said, "Okay, hold on a second. Mark, I've got to talk to you… You don't know any of this, and I'm sorry for not having ever told you this, but Eric (Serra, the composer) and I, we grew up as kids, " We designed so much … spaceships, weaponry, and creature voices. It was never-ending. Another panic attack. I take on movies like that, and the first week or month, I'm almost immobilized. "

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