Super Mario Bros: Koji Kondo’s 8-Bit Masterpiece
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Transcript
Before we get started, I want to tell you about my latest YouTube video, where I take you behind-the-mixing board of a new movie called Sketch.
The film is a coming-of-age sci-fi adventure.
It's funny and emotional and a little bit scary at the same time.
And my sound agency, De Facto Sound, the team behind this very podcast, mixed and sound designed the entire film.
To memorialize this, I filmed a behind-the-scenes video in the state-of-the-art theater where we completed the mix on the Belmont University campus in Nashville.
In the video, you'll see my absolute thrill of mixing this film in Atmos.
You'll hear from the director Seth Worley about the sound design challenges, and learn just what it takes to get a film's soundtrack ready for a big international release.
This one is extra special for me.
It's a rare glimpse behind the scenes at de facto sound, and a glimpse into the theatrical mixing process like you've never seen before.
To see it, just head to my YouTube channel, dallastaylor.mp3.
You can also see it in bite-sized pieces on my Instagram and TikTok channels, which are under that same name, dallastaylor.mp3.
Thanks.
You're listening
to 20,000 hertz.
The stories behind the world's most iconic and fascinating sounds.
I'm Dallas Taylor.
At this point, Mario is so ingrained in pop culture that it's hard to imagine a world without him.
There are now more than 200 games with Mario in the title.
With over 900 million sales, he's the world's best-selling video game character.
More recently, he was the star of a $1.3 billion movie.
It's pretty wild to think that all of that success can be traced back to a couple of games from the 1980s.
First, there was an arcade game called Mario Bros.
It was moderately successful, but it wasn't the smash hit like Donkey Kong or Pac-Man.
Then, in 1985, Nintendo dropped an 8-bit powerhouse on the Nintendo Entertainment System, also known as the NES.
The game was called Super Mario Bros., and it was innovative in so many ways.
It wasn't the first platforming game, but its smooth, side-scrolling gameplay was leagues ahead of other early platformers.
It encouraged you to explore, with hidden blocks and secret warp zones.
Even the color scheme was unique.
Whereas most 80s video games had plain black backgrounds, Mario had pastel blue skies and fluffy white clouds.
Every element added to the sense of playfulness, especially the sounds and music, which were created by the legendary Koji Kondo.
Koji Kondo is arguably the most important composer in the world of video games?
That's Kirk Hamilton, a musician, writer, and host of the music podcast Strong Songs.
Because of that, he's maybe also arguably one of the most important composers of the 20th century.
He's kind of one of the masters of the minimalist style of video game composing.
I mean, he came up with some of the most indelible video game themes of all time, despite working with a pretty limited tool set on the original Nintendo Entertainment System.
Koji Kondo crafted the music and sounds for all of the early Mario games,
as well as the early Zelda games,
Along with many others.
Especially in the kind of NES, SNES N64 era.
A shocking amount of games had their soundtracks written by Koji Kondo, so he's a very versatile composer.
That's Thomas, who hosts a YouTube channel all about video game history called Thomas Game Docs.
He's written music in a huge variety of genres, like ragtime,
and more jazzy sounding things.
He's done takes on Bluegrass,
as well as Calypso,
and Flamenco.
But also very kind of spacey atmospheric music in Zelda games, for instance.
As Nintendo's consoles got more sophisticated, it expanded the palette of sounds that Kondo could work with.
But back in the NES days, that palette was very limited.
The system could only generate a few different sounds.
One was a triangle wave, which was typically used for bass lines.
It could play two pulse waves for a melody and harmony.
It could also play white noise,
which could be chopped up and used for a rhythm.
Finally, it could play small pre-recorded samples, which came out sounding very lo-fi.
Hear some laughter from the boxing game Punch Out.
But despite these limitations, the soundtrack of Super Mario Bros is incredibly musical and hooky, even the sound effects.
It's funny to think about about the jump sound as being kind of revolutionary or at least new and fresh.
But Koji Kundo said in an interview that when he was told to make a sound effect for Mario jumping, he was like, but people don't make noise when they jump.
So even though now video game characters in platformers, this kind of ascending jump sound is pretty natural to hear,
it wasn't necessarily an easy sound effect to come up with.
So I love the jump sound in Mario.
It's maybe the greatest video game sound effect of all time.
And also, this is actually where I'll get out my guitar.
On a Fender Stratocaster in the second pickup position, there is a sound that's so close to the jump sound, you just hit an A and then slide up.
And I've seen a lot of guitar players have fun making Mario sounds on their instruments.
Then there's the coin sound.
It's two notes.
And I think in some ways he's channeling cha-ching,
right?
It's just something we almost don't even think about.
We just assume that if you pick up money, it makes a two-note sound, presumably because cha-ching is so ingrained in our subconscious.
Then there's a power-up sound, which you can hear when you get a mushroom or a fireflower.
This one exceeds my synth expertise, but it just sounds like a really fast ascending tone that's almost bouncing back and forth, I think, between two different voices, which gives it that shimmering effect.
If you slow the sound way down, you can hear those ascending arpeggios clearly.
That musical movement is very similar to the melody that plays when you complete a level.
So this is just a C to an A flat to a B flat to a C.
That's a pretty common, like, super dramatic
resolution.
A lot of rock songs do it, and Koji Kando, of course, loved his dramatic rock chord progressions.
and the way that he spreads it out and builds these big arpeggios through it.
You really feel like you have won.
The level complete sound is triumphant, but it's not as epic as the castle complete sound.
So Castle Complete is cool because it starts in C
and then it goes up to D flat
then to E flat,
then to F to a G major chord, and it actually ends in a new key.
And it gives it a much more elaborate feeling of victory, which I suppose is appropriate because it's signaling a greater victory than just beating a level.
Next up is the sound you hear when you lose a power-up.
With a trio of descending tones, it feels like the inverse to the power up sound.
Both of these are somewhat aharmonic.
They don't strike me as really in a given key, so they work better just as sound effects, but because they move so fast, they have that shimmering quality, they stand out from the background score.
The power down sound is also the same sound you hear when you travel through a warp pipe.
There was a lot of reusing of various assets back on the NES.
You can often notice this in the visuals, like how in Mario, the clouds in the sky are the exact same shape as the bushes on the ground, just in a different color.
And in Metroid, you'll find the exact same room layout in multiple places across the map.
This was all done to reduce the overall file size of the games.
A lot of decisions were made in order to kind of cram games into their cartridges.
was only 40 kilobytes in total.
To put that in perspective, Super Mario Wonder from 2023 is over 87,000 times bigger than that.
Nowadays, we take for granted games that are like 70 gigabytes, 80 gigabytes, but back then it's like everything was tiny.
Those tiny file sizes meant that Kochi Kondo had to communicate a lot in just a few notes, like the extra life sound.
Oh man, it's such a classic.
This figure is just a C major triad spread out.
There's a D in there in the upper octave, which adds a little bit of color, but it's pretty harmonically simple.
It's a good example of how a lot of the most iconic little jingles like that are actually very simple.
It isn't their complexity or something really distinct about them musically that makes them so iconic.
It's just a combination of sound quality and deployment.
It's very joyful and fits the moment in the game when you're very happy that you got your hands on something that will make your life easier down the line.
But along with these encouraging sounds, they also needed sounds for the tenser moments in the game, like the little hurry-up sting that plays when the level's time limit gets below 100.
Sends shivers down your spine.
This one's cool.
Kojikonda loves the seventh chord.
This is this like...
He's just doing chromatically ascending dominant seventh chords there, and it gives you an unresolved feeling because a dominant seventh chord always wants to go somewhere.
That's sort of its default mode.
And so when you hear a bunch of chromatically ascending dominant seven chords like that, it feels like it really wants to resolve and then it just kind of doesn't.
And of course, you, the player, have to resolve that cadence.
Then there's the sound for when you die.
I like this one.
It's funny because it's just this like...
It's just a little jingle going from G to C.
So we're resolving to one.
It's nice and tidy, and yet it feels like failure.
I think that's that third sound, along with the two main tones, the bass line that ascends
and the trouble part that descends.
There's this kind of laser gun falling sound
that goes along with it.
And I think that's kind of the key to this whole thing, because each one of those tones, boom, it kind of falls.
And of course, you're watching Mario tumble off the screen at the same time.
So I think it kind of evokes what you're seeing in a way that makes it feel like you've failed.
Of course, if you die enough times, you'll get a game over.
This is harmonically kind of hip.
Again, we're resolving to C, but he does a little sidestep, and instead of going from G to C,
at the end there, he goes from D flat to C, which is what's known as a tritone substitution.
And so you get that kind of
resolution where you're a half step above the tonic, and then you go down to the C.
Which is just a nice sound.
It's kind of lush.
It's almost peaceful.
It's
a peaceful death, maybe, this one.
It makes sense that Koji Kondo wrote nearly all of these little stings in the key of C.
That way, they'd fit in with the music you hear the most throughout the game, which is also in C.
In fact, if you listen to the first few notes of that game over melody, you might hear something familiar.
You know where I'm going with this.
I mean, one of the most iconic pieces of video game music of all time, maybe the most iconic, it's very high up there.
I think it's close to a perfect composition in a way for Mario.
It's so playful and upbeat, but it also has this kind of rhythmic drive to it, and it really does suit the kind of action you're doing as the player.
Jumping and running and kind of dodging enemies and it works very well, which it kind of has to, because you hear the song many times on loop as you're playing the game.
So, you know, there's a lot of pressure to be not only good to listen to once, but good to listen to 10 times, 20 times, 1,000 times.
I mean, how many times have any of us heard the Mario theme at this point?
But it turns out that actually wasn't what Kondo originally wrote for Mario.
Koji Kondo started out by just seeing a visual of Mario running through a grassy field, so he tried writing a kind of relaxing, free-sounding piece of music to accompany that.
Kondo's original Mario theme has never been released, but I'd like to imagine it sounded something like this.
But sadly, everyone hated it.
Everyone on the team thought it was not the right fit at all for the game, so he had to start again.
And so when writing the piece of music that we know as the Mario theme, he based it on the like rhythmic jumping that Mario does in the game.
To match that rhythmic jumping, Kondo wrote a swinging drumbeat.
The swing of the Mario theme is, I think, a big part of what makes it so groovy and what makes it feel so welcoming.
You're ready to have fun the minute that you hear it.
In music theory, swing refers to how eighth notes are treated, but it's a bit easier to hear the difference than to explain it.
A straight rhythm would sound like this.
As opposed to,
which has a swinging pulse to the eighth notes.
But oddly enough, Kondo chose not to apply that swinging pulse to the melody.
If you listen to the melody though, the melody is playing it pretty straight.
If you listen to the bridge, for example,
that's a pretty straight melody.
If you swung it, it would sound like
And you've kind of heard that version of the Mario theme at various points.
There are a lot of really swinging Mario soundtracks where they'll play it that way, but the original one actually plays it pretty straight, so it's a neat contrast between the rhythm part that's swinging and the melody that's playing pretty straight.
It creates this very interesting rhythmic juxtaposition between the percussion and the rest of the tune.
You would think that it would totally clash, but it feels so natural to listen to.
I think that helps to create this kind of offbeat rhythm that weirdly suits what you're doing in Super Mario Brace.
The overworld theme was the perfect introduction into the bright, playful world of Mario.
But when players completed that first level, they went down a warp pipe into a dark underground cave, where they heard something very different.
The underground theme is very odd.
It's very strange.
It's not in 4-4 rhythmic time.
It's very much in this strange
time that makes it hard to hum along to.
And I think the music definitely carries that off-beat sense of like, what am I doing here?
Why am I underground?
Because there's no beat, it's immediately a little bit disorienting.
You just hear, boo-ba-do-ba-do-ba.
And then you're like, okay, well, wait, where's the beat?
I remember for the longest time when I was a kid, I thought that this had odd meter counting in it, just because I would always get thrown off by the second half of it.
In a 2014 interview, Koji Kondo said, quote, in the original underground theme, some measures were in 4-4, while others were in 3-4.
This was done on purpose to make it arrhythmic and difficult to count.
and create that creepy feeling we wanted players to have when they went into an underground section.
If you ever want to count along, the way it works is that the A section is in 3-4, and the B section is in 4-4.
Just make sure to switch back to 3s right after the funky melody ends.
1-2-3-1-2-3-1-2-3-1-2-3-1-2-3-1-2-3-1-2-3-1-2-3-1-2-3-4-1-2-3-4-1-2-3-4-1-2-3-1-2-3-1-2-3-1-2-3-1-2-3-1-2-3
But within just a few years, the weirdness of this music got toned down a bit.
When Super Mario Bros.
Bros 3 came out in 1988, the underground theme was now completely in 4-4 time and included a predictable beat.
When the track's been brought back and remixed in Future Mario games, it's almost always put into 4-4 time to make it easier to work with.
But while the underground theme might make players a little disoriented, the star theme makes you want to get up and groove.
In Mario, a star makes you invincible, but only briefly, and the music reflects that.
It's really just a D going to a C, so it's just two going to one.
But I think that it, by moving back and forth from two to one to two to one, it has this kind of cycling, spiraling, skipping quality, and I think that's perfect for what's happening.
It's this limited time power-up.
You're moving really, really quickly, probably because you're trying to get as far in the level as you can, and it just feels like a stone skipping across the water.
When Super Mario Bros.
was released, its sounds and music were unlike any game before it.
But of course, no art exists in a vacuum, and every piece of music was influenced by something else.
Over the years, Nintendo fans have tracked down a few key songs that might have provided the creative seed for some of these classic melodies.
That's coming up after the break.
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Congratulations to Kurt Smith for getting last episode's mystery sound right.
That squeak comes from a bird called the club-winged mannequin, but that sound isn't coming from inside its body, it's coming from the vibration of its feathers.
To create that tone, their wings vibrate at more than a hundred cycles per second, which is twice the speed of hummingbirds.
While many insects do something similar, this is the only known bird species that does this.
And here's this episode's mystery sound.
If you know that sound, submit your guess at the web address mystery.20k.org.
Anyone who guesses it right will be entered to win a super soft 20,000Hz t-shirt.
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As famous as the music of Mario is, the man behind that music is much less well known.
Koji Kondo doesn't often speak publicly about himself, but in interviews over the years, he's dropped various tidbits about his background and his musical influences.
Kondo was born in 1961 in Nagoya, the fourth largest city in Japan.
In kindergarten, he started taking Yamaha music lessons and learning to play the organ.
Koji Kondo was given a synthesizer by his parents in high school and started making a lot of experimental, synthesized sounds back then, which equipped him well for his time at Nintendo, which was very synthesized, obviously.
Around this time, Kondo started getting into into jazz fusion, which was especially popular in Japan.
Broadly speaking, it's a blend of jazz with other genres like rock, funk, and RB.
In university, he joined a jazz fusion cover band where he played keyboard, and they covered songs by a variety of popular jazz fusion groups in Japan, like Cassiopeia,
and Naniwa Naniwa Express.
During his senior year, Kondo went and looked at the school's job posting board.
There, he saw a listing for a position as a music composer and sound programmer for Nintendo.
It was the only job he applied to, and luckily, he got it.
One of his first assignments was on the boxing game Hunch Out.
He was also one of two composers on a game called Devil World.
But within just a year, Kondo was working on Super Mario Bros., and it's there that his Jazz Fusion influences could really shine through.
One of the sources of inspiration he took was the Jazz Fusion group T-Square, who the previous year had put out an album called Adventures with a song on it called Sister Marian.
and this song probably provided the kind of melodic seed that Koji Kondo built the whole Super Mario Bros ground theme from.
Koji Kondo did say in an interview, quote, the overworld theme in Mario might show some influence from the Japanese fusion band T-Square, so that's as confirmed as you're gonna get.
Yeah, we're even in the same key.
I mean, yeah, I would say I can't read Kojikondo's mind, but he also said that they inspired it, so there you go.
Then, there's a 1979 song called Let's Not Talk About It by an American fusion group named Friendship.
The resemblance to the underground theme is pretty striking, including the key, the chord change, and the approximate tempo.
But unlike the T-Square example, we can't say for sure if Kojikondo was even aware of friendship, who were pretty obscure.
Another one that people have pointed to is a 1983 song called Summer Breeze by the Japanese group Piper.
Like the Mario Star theme, it's in the key of C and alternates back and forth between a D and C chord.
Now, coming from a funky Japanese artist in 1983, this does seem like something Kondo might have heard around the time he wrote the music for Mario, but the song itself isn't super unique.
I would say that's such a common chord progression and such a common type of vampy groove that I don't know that I would necessarily say that that piece inspired the star music.
But at the same time, it is in the same key, same kind of general vibe, so it definitely could have.
Now, Kochi Kondo has written hundreds of tracks, and as far as I can tell, there's only a handful that have this direct connection to a specific song, and even they have significant differences.
Each of his pieces is dramatically different than whatever may have inspired it, whether or not those pieces did, but it is fun to just hear the little germ of an idea that grew into something that we all know so well.
When it comes down to it, this is how art has always worked.
We all create art based on the world around us, and there's absolutely nothing wrong with hearing a melody and having it bounce around in your head for a little while and then turning it into something new.
That is how music has been composed since music first started existing.
So yeah, I think that that's a perfectly natural way to write music and it doesn't diminish or detract from his work in any way.
There's one last example that I find especially interesting.
This melody goes all the way back to Kondo's childhood in the 1960s.
It starts with a song called Green Green.
Green Green is this folk song that was released in 1963 by a group called the New Christie Minstrels.
The lyrics are basically about not settling down and heading to the far side of the hill where the grass is greener.
But in the late 60s, this children's author in Japan called Hikaru Kataoka heard this song and he was working at the time for the biggest broadcaster in Japan, NHK, which is like a public broadcaster kind of like the UK's BBC.
NHK has a program called Songs for Everyone that's still around today, where they introduce new music.
At the time, the program had a children's segment called Merry-Go Round of Song, and Kataoka was in charge of the show's production, translation, and songwriting.
In 1967, he decided to adapt Green Green for it.
He wrote a new set of lyrics in Japanese that didn't have anything to do with the original English lyrics.
Like the original, Kataoka's version talks about natural beauty and green wildlife, but his lyrics also have a melancholy component about a father who leaves on a faraway journey and won't be coming back.
For the recording, they got a children's choir to sing the choruses, though they left out some of these heavier lyrics.
Now, this program was watched by millions of kids each week, and Green Green was a pretty big hit.
It eventually became a kind of cultural touchstone, something that many Japanese kids learn in elementary school.
Here it is in a more modern Japanese children's show.
It was even used as one of Japan's train station jingles at Ushiku Station.
So Koji Kondo was born in 1961 and if Green Green was becoming quite a well-known song in schools and on children's television by kind of the early 1970s then I think it's very likely that he at least would have heard the song.
Then, a couple decades later, Kondo was writing a new Mario theme.
This time, it was for Super Mario World on the Super Nintendo.
The song would be that game's overworld theme and would play as Mario hopped around and rode Yoshi through these grassy green levels.
And the melody he came up with sounded like this.
I think if you hear the melodies just on a piano or something like that and put them back to back, especially, the similarity of them is pretty striking.
Here's Green Green in the key of F.
And here's the overworld theme from Super Mario World.
Again, these melodies are similar, but you can hear the differences too.
The Super Mario World theme has like a B section, and he certainly didn't just use it verbatim.
You know, he went a lot of interesting places with the song, but I think that it's certainly not improbable that he, whether consciously or subconsciously, would have drawn upon inspiration from this classic kid song from Japan.
The sound of Super Mario Bros has a surprising amount of depth to it, especially when you consider the hardware limitations that Koji Kondo was working with.
But the real genius of this music isn't how flashy or unusual it is, it's how punchy and distilled it is.
It is a great example of doing a lot with a little.
It's so economical in what it does harmonically and even rhythmically.
It's always very clearly tied to what's happening on screen, and it even represents it.
It's brilliant.
If you can get it across with less notes rather than more, then he usually goes for less.
And a melody that is simple to listen to is not necessarily simple to compose.
Koji Kondo took the constraints of the NES and made them into an asset, crafting short, instantly recognizable melodies that could be remixed and revamped endlessly throughout the Mario series, even if he didn't realize it at the time.
You know, when Koji Kondo was writing them, he was just like, okay, this sounds like a good sound.
He never would have guessed that many, many years later, these are still staples of the Mario series.
20,000 Hz is produced out of my sound agency, DeFacto Sound.
Hear more by following DeFacto Sound on Instagram or by visiting de facto sound.com.
This episode was written and produced by Casey Emmerling.
With help from Grace East, it was sound design and mixed by Jade Dickey.
And Colin Devarney.
Thanks to our guests, Thomas and Kirk.
Subscribe to Thomas's YouTube channel, Thomas Game Docs, for fascinating videos about video game history.
And follow Kirk's podcast, Strong Songs, for deep dives into iconic songs and what makes them work.
Finally, subscribe to my YouTube channel, dallastaylor.mp3, for video exclusives, including my behind-the-scenes trips to some of the most amazing audio locations.
There are links to all of these in the show notes.
I'm Dallas Taylor.
Thanks for listening.
Before we go, a reminder about my latest YouTube video.
It's an exclusive look at how my team at DeFacto Sound and I mixed and sound designed the new movie Sketch.
Now, this isn't some screen recording of a Pro Tools session.
I filmed it on location at the beautiful theater where I mixed the film, and it captures the anxiety and excitement of mixing a feature film.
To see it, head over to my YouTube channel, dallastaylor.mp3.
You can also find clips on Instagram and TikTok under that same name.