A Short Hike’s composer was inspired by The Binding of Isaac

A Short Hike’s composer was inspired by The Binding of Isaac

As a gamer and music enthusiast, I can attest to the profound impact that video games have had on my life, particularly when it comes to discovering new musical talents like Mark Sparling. His journey from being captivated by the soundtrack of The Binding of Isaac to becoming a renowned game composer himself is nothing short of inspiring.


Playing “A Short Hike” reveals just how integral the music is to the overall experience; without it, your two-hour adventure feels more like a simple walk rather than an immersive experience. Interestingly, that enchanting soundtrack might never have been created if composer Mark Sparling hadn’t played “The Binding of Isaac” during his college years.

In an email conversation with TopMob, Sparling, a composer known for creating the soundtrack for Cursed to Golf among other titles, shared insights during our seven-day exploration of the fusion between games and music. He discussed being motivated by Isaac, elaborated on his methods while working on A Short Hike, and emphasized the significance of drawing from gaming’s past when crafting music for video games.

GameMusicGuru: Did any game soundtrack or tune spark your passion for composing game music? Could you describe the atmosphere it evoked for you, and explain why it was so powerful?

For me, Danny Baranowsky’s soundtrack from the initial Binding of Isaac stood out significantly.

At the time when I was studying music at university, I seldom played video games. Yet, I stumbled upon “Isaac” – perhaps it was suggested by a friend – and it left a profound impression on me. The thought that such an incredible game could be crafted by a small team utterly amazed me. I found myself eager to progress through the levels, captivated by the accompanying music. The soundtrack became so ingrained in my mind that I couldn’t conceive of any other tune fitting the game. It was a masterful blend of orchestral instruments and electronic sounds – squishy and glitchy synthesized tones. I devoted more than 50 hours to that game, and the soundtrack never failed to hold my interest. Even after years have passed, listening to it still transports me back to that world. It was only after experiencing “Isaac” that I began considering a career in composing for video games.

Sure thing! “Could you please analyze one of your compositions and discuss the sources of inspiration behind it? Did any video game soundtracks, other music, or external factors play a role in its creation?”

As a gamer immersed in “A Short Hike,” I found the music in “Somewhere in the Woods” to be a captivating blend of Sufjan Stevens’ melodies and the soothing rhythms of “Animal Crossing: New Leaf.” When crafting the layers of guitars (and other instruments), I drew inspiration from how Sufjan beautifully weaves them on his album “Carrie & Lowell.” The adorable, understated percussion was heavily influenced by the rhythmic charm of “New Leaf.”

In the video game “A Short Hike,” also known as “Beach Buds,” the central theme draws heavily from Studio Ghibli’s style. Although the string section in this song may not be directly influenced by Joe Hisaishi, I aimed to include strings for a touch of orchestral flair. Moreover, the music that plays when you’re nearing the beach in the game is strongly reminiscent of afro-cuban jazz.

Which are the primary tools employed for recording the soundtrack of A Short Hike, and what factors influenced your selection process for these instruments?

For the instrumental recordings, I played guitar, mandolin, and banjo. Additionally, I incorporated sampled piano and drum sounds. The mix seemed ideal for creating a folky atmosphere suitable for a game set in a national park. Drawing inspiration from the instrumentation used in “Animal Crossing: New Leaf”, I chose to incorporate some of that influence into my bass and percussion choices. These instruments remind me of the classic midi sounds from my first digital piano. Furthermore, I included strings as they seemed fitting for the game’s flying elements. Lastly, I added some straightforward synthesizer patches because they harmonized well with the chosen instrument combination.

Is there anything else we should know about your approach to composing video game music?

I think video game music has a very rich history and I try my best to honor and take inspiration from that history whenever I get a chance to write for a game.

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2024-08-11 16:18

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