logo
Norman Greenbaum On New ‘Spirit In The Sky' Video, Mix, Vinyl Reissue

Norman Greenbaum On New ‘Spirit In The Sky' Video, Mix, Vinyl Reissue

Forbes03-07-2025
Norman Greenbaum's "Spirit in the Sky" is now available in Dolby Atmos for the first time with a ... More vinyl reissue via Craft Recordings and brand new music video
As one of the most licensed songs of all time, Norman Greenbaum's 'Spirit in the Sky' is the rare tune that has managed to resonate across generations, finding placement in movies, commercials, video games and more over the course of the last 55 years.
Released in 1969, the song reached #3 on the Billboard Hot 100, continually popping up in films like Apollo 13 and, more recently, the trailer for Guardians of the Galaxy, while appearing in countless commercials as well as video games like Rock Band 2.
Despite initial reservations by label Reprise Records, who worried the song was too long for AM radio at four minutes, 'Spirit in the Sky's' classic tone immediately grabbed fans, a fingerpicked sound which grew from acoustic roots and took on a whole other dimension when run through a fuzz box built into an electric guitar, one triggered by a switch as opposed to a pedal.
Inspired in part by both a greeting card and gospel music, the song began to grow when that iconic guitar sound was set against a series of handclaps and the backing vocals of gospel trio the Stovall Sisters by Greenbaum and producer Erik Jacobsen (The Lovin' Spoonful, Chris Isaak).
That Fender Telecaster was lost long ago and Greenbaum was left with the unenviable task of trying to follow up a one of a kind hit.
'It was steps from a greeting card that said 'spirit in the sky' with American Indians in front of the tepee - basically praying to their god the spirit in the sky - to Porter Wagoner singing a gospel song halfway through his show every week,' Greenbaum explained during a recent video call. 'The riff I had was something I had diddled around with since high school - without the fuzz box. I learned it really when I was going to college in Boston. And I changed it. It's not a copy of anything. That was my progression. And you need a progression,' said the songwriter. 'After 'Spirit in the Sky,' I had a couple of 'duds' as they say. And then everybody is calling me a one hit wonder. And it made it hard for my career to succeed after that,' said Greenbaum. 'One of the reasons is they wanted another 'Spirit in the Sky.' However, you can't do it. I mean, it's gonna look like an attempt to do it and it's just not the same. The song stood out too much. But the record company didn't see it that way. So, it was hard.'
Today, Greenbaum, 82, lives and occasionally performs in northern California, interacting with fans via his website. And following the release of a brand new mix of the song in Dolby Atmos, Craft Recordings has reissued Greenbaum's debut album on vinyl, releasing the song's first ever official music video (one directed by Laurence Harlan Jacobs featuring Greenbaum alongside actors Conor Sherry and Abby Ryder Fortson).
I spoke with Norman Greenbaum about the process behind creating a slice of Americana and the enduring legacy of 'Spirit in the Sky.' A transcript of our video call, lightly edited for length and clarity, follows below.
Jim Ryan: So you grew up in Massachusetts - but I've heard that early on you were discovering southern blues and folk music. Where were you discovering that prior to the onset of rock and roll?
Norman Greenbaum: Well, the delta blues was from hanging out and playing at folk houses. And there was a college circuit where those types of entertainers were booked at different colleges. The delta blues was just there as part of it. The rest of it was kind of boring: old folk songs that everybody sang.
But I just started playing the folk style of music and I was writing songs. Those were my first gigs doing my own songs. Then I had friends that had moved from my hometown to Hollywood. And they were visiting. And they said, 'Do you really like it here?' I said, 'I could move…' And they said, 'Well, then let's all go back to Hollywood.' That's where I went. And that's where I started my first band Dr. West's Medicine Show - which was a goofy band. But we actually had a small hit: 'The Eggplant That Ate Chicago.'
American rock band Dr West's Medicine Show and Junk Band (American singer-​songwriter Norman ... More Greenbaum, American musician Jack Carrington, and American bass player Evan Engber) perform live on stage, location unspecified, April 1967. The band's singer, Bonnie Zee Wallach, is out of shot. (Photo by Don Paulsen/Michael)
Ryan: That pre-rock and roll era is really fascinating to me. Because you were only 9 years old when 'Rocket 88' hit in 1951. What was it like discovering new sounds like that at such a young age?
Greenbaum: Well, I got tired doing the Dr. West thing. And so I formed rock and roll bands.
I was different. Rock was starting to come in. I was interested in doing more than that. I listened to a lot of music! So, I had a lot of influences. But, of course, I didn't have horns and background girls back then - it was just a five piece rock band. By chance, we're playing at the Troubador and after our set, backstage, a gentleman walks in and says, 'Hi, I'm Erik Jacobsen. I produced the Lovin' Spoonful. I like you. I'm based in San Francisco.' So, I moved my operation from New York to San Francisco. He said, 'I'd like to work with you…' It was out of nowhere. It was really cool.
So, we started a relationship. And that led to 'Spirit in the Sky.'
Ryan: When people talk about the song, they always seem to talk about religion. But, to me, it's not so much religion, it's spirituality that really defines the song. How does that idea kind of inform the song to you?
Greenbaum: Well, that's exactly what it is - and what it was when I wrote it.
But I had to make it accessible. So, the words are accessible. Of course, everybody wants to die with their boots on. I learned that from watching western movies. And, to me, the record was more about the track. And it turned out to be the same for most people that listened to it. They just bypassed the words. Later on, the words became more significant as everybody got older. So, it took more of a religious theme at that point.
But I still meet people that go, 'I'd recognize that song everywhere - just that first note!' I believe that that intro made it. It got you immediately into it. And, at the time, there was nothing like it.
So, I didn't know it but I wrote a masterpiece. I didn't. I didn't know.
Norman Greenbaum's "Spirit in the Sky" is now available in Dolby Atmos for the first time with a ... More vinyl reissue via Craft Recordings and brand new music video
Ryan: You talk about the track and certainly there's that juxtaposition of the beautiful gospel singers set against that fuzzy guitar. I know it started as a more folk, more jug band oriented thing. How did you kind of settle on that guitar tone for 'Spirit in the Sky?'
Greenbaum: I kind of fooled around. When I wrote it, I didn't have the fuzz tone yet. Whatever I played, it just didn't go. It was just another song. Then one of my guitar players invented this little alternative fuzz box that he put right into the guitar. A switch. It wasn't a pedal. And, once I had that, it just kind of came to me: 'That's what I'll do with the song!'
And, as we've said… it really made it. It was different. And it stood out. It was ahead of its time.
Ryan: What was the collaborative process like working in the studio with Erik Jacobsen?
Greenbaum: Well, we didn't change a lot of the song. The production was him - mostly. And, of course, he had so many hits before me. He was a great producer. We recorded it at one of the studios that existed in 1969 in San Francisco called Coast Recorders. Maybe it was a magical place? You probably know, back then, the machines were like five feet tall. The tape was an inch. And you needed a shaving blade to cut and splice. But, interestingly enough, I think that had a lot to do with it. It's very hard to get that sound with what we have now - since everything went digital. But Erik was really good at putting it together.
In recording, you get to the point where it's, 'OK. Here it is. We've got the basics. What else can we put in it?' And that's where the gospel girls came to thought. And, so, we got the three Stovall Sisters. And that was quite good too. And then we put in the clapping. And that was definitely Erik's idea. The rest of it was pretty basic. We didn't really use any gizmos. The sound was in the guitar.
The guitar player, his little knobby thing was not a gizmo thing. A lot of people thought I had split the speakers in my amp to get my sound - but it wasn't. And, to this day, it's, 'How'd you get that sound?' I don't know. It was magical! Sometimes, it's that way in the studio. It just comes together. You make a few changes here and there. And, when you finish, you go, 'Wow! This is good.'
So, Erik Jacobsen was the genius behind the recording. For sure.
Norman Greenbaum's "Spirit in the Sky" is now available in Dolby Atmos for the first time with a ... More vinyl reissue via Craft Recordings and brand new music video
Ryan: I love this age old story of artist walking into label with a finished song that eventually becomes a mega hit. And yet the initial response is, 'Well, we don't know…' What was your reaction upon delivering that final mix to Reprise and receiving their tepid response?
Greenbaum: Well, they were. Because it was four minutes long. And AM radio was still at two minutes and 20 seconds: 'We play more music than any station in town!' And they go, 'Well, how are we going to fit this on? Can you make it shorter?' And I said, 'No!' And, yeah, they were very hesitant. They liked it - but hesitant. They didn't think anyone would play it because it was too long - and it wouldn't fit into their programming.
Eventually, they did put it out and it did fit in. The sales at first were probably enough for them to keep playing it and keep it in the top 10. But it was starting to fade - and they were gonna drop it from programming… until they got a call from one of Warner Bros.' promotion men. And they said, 'Do not, take it off the playlist! I got 20,000 sitting here.' And they go, 'OK!' And so they kept it up. And, within like two or three weeks, it was #1.
Ryan: I read that you didn't sign one of those legendarily horrendous publishing deals. So you get half the publishing, is that correct?
Greenbaum: Yeah. I wasn't the publisher. I got the half as being the writer. I didn't care at the time. I knew I wasn't being screwed. I was really coming out of nowhere - but with a person that wasn't going to screw me. It was OK. He discovered me, he got me in the studio. To me it was OK. And the relationship moneywise was always quite good.
Norman Greenbaum, 82, appears in the first ever official music video for his 1969 hit 'Spirit in the ... More Sky,' a new Laurence Harlan Jacobs-directed short starring Conor Sherry and Abby Ryder Fortson
Ryan: It's obviously rare for a song to cross multiple generations. But 'Spirit in the Sky' has. What's it been like watching that play out now over five decades?
Greenbaum: Yeah, that was interesting! The song got a life of its own. I wasn't so important anymore to the song. It was the song - and wow!
What a thing to happen. It was in a movie - and that was a whole new area to get into. And then it got into a television commercial. And just more movies and all kinds of things were happening. I go, 'Well, that's OK! I'm gonna just go with that.' It's been in more than 70 movies and probably 30 commercials. And some of them are very memorable.
Here's a good story: I was having a burger with my friend. We were in a place that had a jukebox. And maybe a 10 year old kid goes up to the jukebox and he plays 'Spirit in the Sky.' And we saw him! I go, 'God, that's interesting. How in the hell does he know this song?' I went up to him and I said, 'Hi. Can I talk to you? How come you played that song?' And he said, 'Oh, I saw it in Remember The Titans. That's my favorite song!' I said, 'Oh! That's so cool. Thank you.' He said, 'Why did you thank me?' I said, 'That's my song!' He nearly fell on the floor.
But that's the greatest example of how it was going through the generations and how movies helped that. Before that, when it was in Apollo 13, that was just amazing. And totally memorable. Because here it is, long before Guardians of the Galaxy, here's the cassette floating through the air. It was too cool. And it got other movies and everything to go, 'Wow, this song is great. This track is great. We could use it.' And that's what happened.
It became a terrific thing. And how could you not be happy with that? 'Spirit in the Sky' is still going. It's incredible.
Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

Alien: Earth Boss Teases the Show's New Alien Species Designed to ‘Get Into Your Nightmares'
Alien: Earth Boss Teases the Show's New Alien Species Designed to ‘Get Into Your Nightmares'

Yahoo

time12 minutes ago

  • Yahoo

Alien: Earth Boss Teases the Show's New Alien Species Designed to ‘Get Into Your Nightmares'

In space, you don't just have xenomorphs to worry about anymore. FX's new series Alien: Earth — premiering Tuesday, Aug. 12 — brings the Alien film franchise to the small screen with a fresh story about a research vessel full of alien specimens that crash-lands on Earth. Yes, the infamous xenomorph from the Alien movies is onboard… but so are a number of new alien species developed for the TV show, including a creepy-crawly centipede that crawls inside your body like the ear bugs from Star Trek II: The Wrath of Khan and a jellyfish-like creature that sucks out your eyeball and takes over your body. Scared yet? More from TVLine Alien: Earth Boss Talks Bringing the Sci-Fi Franchise to TV - and Down to Earth for the First Time Casting News: Olivia Colman and Brie Larson's FX Drama, Jax Taylor Exits The Valley and More Casting News: Alison Brie's FX Pilot, One Tree Hill Vet Joins Emily in Paris and More 'One of the things that you can never reproduce in an audience that has seen an Alien movie is the feeling you had the first time you saw the life cycle of this creature in that first film,' showrunner Noah Hawley told a group of reporters at a recent press screening. 'It's just unreproducible. You know that it's an egg, and it's face huggers, it's chest bursters, all that. So that's where the idea for other creatures came from.' He wants Alien: Earth viewers to feel the same dread that moviegoers felt seeing the xenomorph for the first time: 'I want you to have that feeling, because that feeling is integral to the Alien experience. But I can't do it with these creatures. So let's introduce new creatures where you don't know how they reproduce or what they eat, so that you can have that 'I'm out' feeling multiple times a week.' When it came time to dream up the new creatures, Hawley says, 'some of it is just, 'What's the worst thing I could think of?' And the fun of it is not just: What's the design of the creature? And who do they kill? And what do they eat? But also, then you have the opportunity of, 'Well, how do they reproduce?' And that's going to be gross.' The new aliens are specimens in a space lab, Hawley explains: 'They're in a zoo, basically, but they don't stay in the zoo.' And every aspect of the creatures' design 'all goes to the 'get into your nightmares' part of it. Mostly, my hope is that people who watch the show will never do anything comfortably again. Like, 'Should I eat that? I should probably pick that piece of bread up. Look at what's under it.'' Best of TVLine Summer TV Calendar: Your Guide to 85+ Season and Series Premieres Classic Christmas Movies Guide: Where to Watch It's a Wonderful Life, Miracle on 34th Street, Elf, Die Hard and Others What's New on Netflix in June

I Played Battlefield 6: Hands-On With the Return To Big Battle Warfare
I Played Battlefield 6: Hands-On With the Return To Big Battle Warfare

CNET

time13 minutes ago

  • CNET

I Played Battlefield 6: Hands-On With the Return To Big Battle Warfare

After a few hours playing the upcoming Battlefield 6, it's clear the game is designed to be a mea culpa to fans: Trust us, we're bringing back the Battlefield you remember. At a massive preview event in Los Angeles, I sat down to play a slice of the game's multiplayer mode -- and came off it suitably whelmed with a mix of raucous moments and tedious deaths. Ultimately, it feels like it will deliver the kind of big team battles players have been craving, with technical flourishes that amplify the gleeful chaos of a warzone. Developer DICE has a lot to prove with Battlefield 6. Its predecessors, 2018's World War II-themed Battlefield V and 2021's near-future Battlefield 2042, made unpopular changes to the game's formula, but subsequent updates salvaged some goodwill. So there's a reason the developers emphasized that DICE's newest game drew from the wells of Battlefield 3 and 4, returning to a successful era of big, destructive battles and retreating from some of the more drastic deviations. "We approached [this project] with this idea that not only do we want to draw inspiration from Battlefield 3 and 4, and sort of the best of the best in our series, we wanted to do it with our players," said Christian Grass, vice president and executive producer at DICE's Ripple Effect studios. "That was a big thing early on, get Battlefield Labs stood up, get [the game] out there, get players to play, and then start that conversation with them, listen to the feedback they're giving us and sort of build this game together." With the Battlefield Labs feedback program DICE set up, it's clear the studio wants to head off any potentially unpopular changes to the core gameplay people have come to expect from Battlefield. "With [Battlefield] Labs, everything that we're doing and communicating with our community early on, we want to make sure that we are landing it when [Battlefield 6] comes out," said Thomas "Tompen" Andersson, creative director at Ripple Effect. He noted that the team wants to "make sure that we don't have to counter some decisions that the community doesn't agree with." Labs has already provided Battlefield 6's developers with a wealth of data, from weapon pick rates to map movement patterns, that's led developers to tune the guns and different game modes. Their attention zooms down to the level of destructibility in objects, gathering feedback on whether walls are too sturdy or fragile and how that affects the player experience. "OK, maybe no one is using this lane, why aren't they using that? Oh, they feel like it's a kill zone, or there's not enough coverage," Andersson said. "We're taking that internally and testing and seeing if we can make that better." Read more: How to Join the Battlefield 6 Open Beta: Early Access Sign Up and Weekend Dates Balancing old and new Battlefield Battlefield 6 isn't a full rejection of modernity to embrace tradition. For instance, the game offers "closed weapon" modes that only let classes field select weapon categories to reinforce roles, while "open weapon" modes give everyone access to the game's full arsenal. But for the most part, it's a return to the arcade-y modern military shooter days that the community remembers more fondly than DICE's more recent experiments. The result, at least from the few hours of Battlefield 6 multiplayer I played, is a polished shooter with a lot of focus on making skirmishes exciting at any scale. Long-range sniper duels and tank battles felt as intense as close-quarters gunfights, all of which could be happening mere feet from each other on the same map. There are enough modes, guns, tools and play styles to give players whatever experience they crave in a military shooter. Whether that's tight-knit squad fights in alleyways or large-scale clashes between platoons of dozens of players each, you can pick weapons and a kit to customize to your liking -- running and gunning, fixing up armored vehicles, sniping from afar or reviving teammates -- all strategies felt viable. I felt that I contributed to the victory even if I wasn't leading my team in kills, and had the freedom to play out my little medic or tank commander fantasies. The preview didn't include any single-player content, leaving us in the dark about what's in store for the game's globe-trotting story campaign, which pitches a beleaguered NATO against the mysterious private military corporation, Pax Armata. But to be frank, single-player content is a nice extra -- it's far more important to evaluate the game's bones, which feel solid, if teetering on the edge of flooding players with complexity. Maps, classes, kits and guns: Grappling with too many options My Battlefield 6 preview rotated me between four modes, showing off different battle scales, goals and objectives. Conquest is the classic Battlefield experience, big maps split into multiple objective zones to capture, which fragments the fight into small areas with their own quirks and features. Breakthrough is still a big map, but you only play in thin sections of it at a time -- if the attacking team wins control of objective zones, the defenders retreat to the next slice of the map. Domination ditches vehicles for small-scale squad battles that rack up points with captured zones, king-of-the-hill style. Squad Deathmatch is a simple four-squad competition for who reaches the kill limit first. Unsurprisingly, the maps are split according to size. The larger maps in the preview included Liberation Peak, which felt like the platonic ideal of a Battlefield map -- a mountainous desert with small bases to hold, rocky outcrops to perch behind while sniping, buildings to swarm and wide roads to race down with tanks and light armored vehicles, all while helicopters and jets race overhead. The other big map, Siege of Cairo, is an urban battlefield with plenty of wide shooting lanes for vehicles and tight buildings for alleyway combat. The big maps captured my attention, but the smaller ones still held a lot of charm, particularly Iberian Offensive, where I held strong on several rounds of Domination, leaping between and on top of buildings to hold zones. Empire State was also in our rotation, a close-quarters slugfest with too many corners, I found myself getting smoked from behind frequently. While we didn't play them, our guide noted five other maps coming to the game at launch, including Operation Firestorm which is returning from Battlefield 3. Through all this, players deploy with one of four classes: Assault, Engineer, Support and Recon. Each has its unique perks: Assault heals faster and has explosive gadgets like grenade launchers, Engineer has a vehicle-fixing blowtorch and auto-repairs vehicles they ride in, Support has a healing resupply pack they can throw to the ground and uses defibrillators to quickly revive teammates and Recon can call UAVs and use motion sensor gadgets. Each class has an active skill that I honestly forgot about in the heat of battle -- including Assault's ability to see outlines of enemies through walls if they're making enough noise. EA DICE You can sit with the pre-made weapon-and-gear loadouts and dive into the game or customize them. I found it satisfying to get just the right attachments on my guns, but that's as far as I took it. Gadgets, explosives, grenades and sidearms stack up so many options that I didn't bother with much beyond my main weapon. Perhaps I could've gotten a better edge with all those extras, and Andersson described some truly novel gadgets coming in the main game like a sniper decoy that distracts enemies from far away and up close and personal laser devices that act as sniping rangefinders. But the quick time-to-kill made it feel like any moment I wasn't ready to snap my assault rifle to someone popping out of a corner would be a duel I'd lose. I did okay -- heck, in a couple matches I was even near the top of the scoreboards -- but I never dominated. At the best moments, I was in tune with my squad, often using the new anyone-can-revive feature to put my teammates back on their feet (Support class does this faster). In the worst moments, I got shot in the back over and over as enemies seemingly came out of nowhere, with no time to shoot back. High highs and low lows abound. It wasn't that the game felt unfair or that there was a skill cap I wasn't close to reaching (though obviously there were plenty of players even in my preview who had no trouble taking me down). It felt like it walked a tightrope balancing lethality, movement and slight tactical choices. That refinement feels like the result of all the aforementioned player feedback DICE is getting with Battlefield Labs -- including how to blow buildings up just right. EA DICE Nailing the right flavor of Battlefield-style map destruction A staple of Battlefield games is environmental destruction -- how much of the map crumbles and explodes as it's peppered with tank shells and grenades over the course of a match. As I played these maps over and over again, I saw how certain high-traffic zones would get obliterated by the time the match ended, with buildings reduced to rubble and areas around objectives flattened. It's technically impressive, and if I believe what the developers say, potentially useful. This is Battlefield's so-called Tactical Destruction, it's the idea that you can blow holes in walls or take out sniper nests to change the terrain. Through testing, the game's developers honed the destruction to reliably operate the same way every time -- something players can depend on to give them options in firefights. "We know that people love when things blow up, but there needs to be substance to all of these things that you're doing, right? So that's why it's so central to me that it's deterministic -- that you can rely on 'if I nail this rocket right here in this house, then exactly this is going to happen'," Andersson said. While DICE included visual language to communicate conditions to the players -- like cracks in the walls that are ready to shatter on the next explosion -- they don't expect folks to take advantage of Tactical Destruction at first. That comes from map knowledge gained over time, and players could eventually start seeing the logic in paving the way toward objectives with explosives. Then they can combine this with other items like the assault ladder gadget, which Andersson notes could give squads second-floor access to surprise enemies. In my preview, I didn't even get close to destroying the environment to my advantage. But the explosions were impressively immersive. While hunkered down in a building in the Siege of Cairo map, tank shells and rockets turned our shelter into rubble as the roof caved in around us, flooding the room in dust and blinding us as we rushed out. Occasionally overwhelming and often distracting me from firefights, the game's destruction tech put me more firmly in my soldier's boots, escalating the chaos and locking me into skirmishes that ratcheted up in tension, with each boom echoing in my headphones. In this, I felt DICE looking to recapture the controlled chaos that makes Battlefield games unique among the military shooters of today -- namely Call of Duty. But returning to the successful Battlefield titles from a decade ago means, hopefully, giving players a chance to recreate moments they loved. In that, it's looking like Battlefield 6 could be what those nostalgic gamers are waiting for. "If you start with Battlefield 3 and 4 that we know is loved and [say] let's execute on those staples and pillars, I feel like this is almost like a cheat code -- this is what Battlefield should be," Andersson said. Battlefield 6 launches on Oct. 10 for PC, PS5 and Xbox Series X/S. Free open beta weekends will run on Aug. 9-10 and Aug. 14-16.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store