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Dallas Taylor
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, Defacto 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 Defacto Sound and a glimpse into the theatrical mixing process like you've never seen before. To see it, just head to my YouTube channel, Dallas Taylor MP3. You can also see it in bite sized pieces on my Instagram and TikTok channels which are under that same name. Dallas Taylor MP3 thanks one of the coolest things about modern technology is how easy it is to connect with people anywhere in the world. And with Riverside, you can capture those conversations in crystal clear quality. Whether it's a video or audio podcast, a virtual class, a work meeting, or just a long distance chat with family that you to save forever. With Riverside, every person is recorded locally in up to 4K video and uncompressed WAV audio. So if someone's Internet glitches, the recording stays safe and sound. Sign up for free at creators Riverside FM 20K. If you upgrade to Riverside Pro, click the I have a coupon button and use promo code 20K to get 20% off your subscription. There's also a link in the show notes 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 Mar 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 this sense of playfulness, especially the sounds and music which were created by the legendary Koji Kondo.
Kirk Hamilton
Koji Kondo is arguably the most important composer in the world of video games.
Dallas Taylor
That's Kirk Hamilton, a musician, writer and host of the music podcast Strong Songs.
Kirk Hamilton
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.
Dallas Taylor
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.
Thomas
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.
Dallas Taylor
That's Thomas, who hosts a YouTube channel all about video game history called Thomas Game Docs.
Thomas
He's written music in a huge variety of genres like ragtime and more jazzy sounding things.
Dallas Taylor
He's done takes on bluegrass as well as calypso and flamenco.
Thomas
But also very kind of spacey, atmospheric music. In Zelda games, for instance.
Dallas Taylor
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. Here's 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.
Thomas
It's funny to think about the jump sound as being kind of revolutionary, or at least new and fresh. But Koji Kondo 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 noises 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.
Kirk Hamilton
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. 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.
Dallas Taylor
Then there's the coin sound.
Kirk Hamilton
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.
Dallas Taylor
Then there's a power up sound which you can hear when you get a mushroom or a fire flower.
Kirk Hamilton
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.
Dallas Taylor
If you slow the sound way down, you can hear those ascending arpeggios clear. That musical movement is very similar to the melody that plays when you complete a level.
Kirk Hamilton
So this is just a C to an AB 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 Kondo, 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.
Dallas Taylor
The level. Complete sound is triumphant, but it's not as epic as the Castle complete sound.
Kirk Hamilton
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.
Dallas Taylor
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.
Kirk Hamilton
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.
Dallas Taylor
The power down sound is also the same sound you hear when you travel through a warp pipe.
Thomas
There was a lot of reusing of various assets back on the nes.
Dallas Taylor
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.
Thomas
A lot of decisions were made in order to kind of cram games into their cartridges.
Dallas Taylor
Super Mario bros. Was only 40 kilobytes in total. To put that in perspective, Super Mario Wonder from 2023 is over 87,000 times bigger than that.
Thomas
Nowadays we take for granted games that are like 70 gigabytes. 80 gigabytes. But back then, it's like everything was tiny.
Dallas Taylor
Those tiny file sizes meant that Koji Kondo had to communicate a lot in just a few notes. Like the extra life sound.
Kirk Hamilton
Oh man, it's such a classic. This is just a spread out C major triad. There's not really anything harmonically or melodically special about it. But because it's so high and just because of that sparkling sound of the synth, it's become iconic. 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.
Thomas
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.
Dallas Taylor
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.
Thomas
Sends shivers down your spine to hear.
Kirk Hamilton
This one's cool. Koji Kondo loves the seventh chord. This is this like he's just doing chromatically ascending dominant seven chords there. And it gives you an unresolved feeling because a dominant 7 chord always wants to go somewhere. That's sort of its default mode. And so when you hear a bunch of chromatically ascending dominant seventh 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.
Dallas Taylor
Then there's the sound for when you die.
Kirk Hamilton
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 I. 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 treble part, that descent. 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. Boo. 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.
Dallas Taylor
Of course, if you die enough times, you'll get a game over.
Kirk Hamilton
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 that resolution where you're a half step above the tonic. And then you go down to the circle, which is just a nice sound. It's kind of lush. It's almost peaceful. It's a peaceful death. Maybe this one.
Dallas Taylor
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?
Thomas
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, a thousand times. I Mean, how many times have any of us heard the Mario theme at this point?
Dallas Taylor
But it turns out that actually wasn't what Kondo originally wrote for Mario Koji.
Thomas
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.
Dallas Taylor
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.
Thomas
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.
Dallas Taylor
To match that rhythmic jumping, Kondo wrote a swinging drumbeat.
Kirk Hamilton
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 min that you hear it.
Dallas Taylor
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.
Kirk Hamilton
As opposed to which has a swinging pulse to the eighth notes.
Dallas Taylor
But oddly enough, Kondo chose not to apply that swinging pulse to the melody.
Kirk Hamilton
If you listen to the melody, though, the melody is playing it pretty straight. If you listen to the bridge for 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.
Thomas
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 Bro.
Dallas Taylor
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.
Thomas
The underground theme is very odd. It's very strange. It's not in four, four 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 offbeat sense of like, what am I doing Here. Why am I underground?
Kirk Hamilton
Because there's no beat. It's immediately a little bit disorienting. You just hear boo ba duba dooba. 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.
Dallas Taylor
In a 2014 interview, Koji Kondo said, 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 34 and the B section is in 4 4. Just make sure to switch back to threes right after the funky melody ends. 1, 2, 3. 1, 2, 3. One, two, three. One, two, three. 1, 2, 3. One, 2, 3. One, 2, 3. One, Two, 3. One, two, 3, 4. One, two, three, four. One, two, three, Four. One, two, three. One, two, three. One, 2, 3. One, two, 3. One, two, Three. One, two, three. But within just a few years, the weirdness of this music got toned down a bit. When Super Mario Bros. 3 came out in 1988, the underground theme was now completely in 44 time and included a predictable beat.
Thomas
When the track's been brought back and remixed in future Mario games, it's almost always put into 44 time to make it easier to.
Dallas Taylor
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.
Kirk Hamilton
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 2 to 1 to 2 to 1, 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 quick, 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.
Dallas Taylor
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 the these classic melodies. That's coming up after the break. Back when I started remote recording, the setup was complicated. You needed studios, engineers and lots of patience. Now there's Riverside. And while it is amazing for recording podcasts, that's only the beginning. You can use Riverside to record a webinar for your team, make high quality video lessons, capture interviews for a documentary, livestream directly to YouTube, or create social media content that sounds and looks fantastic. Here's how it each person is recorded locally on their own device. While you talk, everything uploads automatically to the cloud. When you're done, Riverside's built in AI editor can remove filler words, tighten up the edit, and turn the highlights into shareable clips with captions. Riverside is a powerful way to connect with your peers, employees, followers and much more. Try Riverside for free at creators Riverside FM 20K to unlock the full set of features. Upgrade to Riverside Pro by clicking the I have a coupon button and using promo code 20K for 20% off. There's also a direct link in the show Notes of this episode 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 100 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.2000. Anyone who guesses it right will be entered to win a super soft 20,000Hz t shirt. Running a successful business means always being available, even when you're not. That is where OpenPhone comes in. It's a business phone system that works through an app on your computer or phone, so there's no need to carry a second device or rely on a landline. Instead, your whole team can share the same number and collaborate on calls and texts. These texts, call logs, recordings, and voicemails all show up in one consolidated conversation, so you always have the full context of what's been discussed. After hours, you can use OpenPhone's AI assistant to answer questions and capture leads even while you sleep. Whether you're a solo founder or a growing team, OpenPhone helps you sound professional, stay connected, and never miss a customer again. OpenPhone is offering our listeners 20% off your first six months at openphone.com 20K that's O-P E N P H O-N-E.com 20K and if you have existing numbers with another service, OpenPhone will port them over at no extra charge. OpenPhone no missed calls, no missed customers when you're running a business, hiring the right person can be transformative, but the process of hiring is often slow, messy and overwhelming. That's why Indeed is so valuable. Indeed is a simple yet powerful hiring platform that brings everything into one place, including posting, screening, messaging and scheduling. Indeed's matching engine uses over 140 million qualifications and preferences to get your job post in front of the right people. It even learns from your preferences, so the more you use it, the better it gets. According to a recent survey, 93% of employers say that Indeed delivers the highest quality matches compared to other job sites. There's no need to wait any longer. Speed up your hiring Right now with Indeed, 20,000 Hertz listeners will get a $75 job credit. To get your jobs more visibility@ Indeed.comHertz just go to Indeed.comHertz right now and support our show by saying you heard about Indeed on this podcast. Indeed.comHertz terms and conditions apply. Hiring Indeed is all you need 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.
Thomas
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.
Dallas Taylor
Around this time, Kondo started getting into jazz fusion, which was especially popular in Japan. Broadly speaking, it's a blend of jazz with other genres like rock, funk and R and B.
Thomas
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 Express.
Dallas Taylor
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 Punch 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.
Thomas
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 Marion. And this song probably provided the kind of melodic scene that Koji Kondo built. The whole Super Mario Bros. Ground theme from Koji Kondo did say in an interview 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.
Kirk Hamilton
Yeah, we're even in the same key. I mean, yeah, I would say I can't read Koji Kondo's mind, but he also said that they inspired it. So there you go.
Dallas Taylor
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. Example, we can't say for sure if Koji Kondo 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.
Kirk Hamilton
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 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.
Dallas Taylor
Now, Koji 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.
Kirk Hamilton
Each of his pieces is dramatically different than whatever may have inspired it, whether or not those pieces did. But. But it is fun to just hear the little germ of an idea that grew into something that we all know so well.
Dallas Taylor
When it comes down to it, this is how art has always worked.
Kirk Hamilton
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.
Dallas Taylor
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.
Thomas
Green Green is this folk song that was released in 1963 by a group called the New Christie Minstrels.
Kirk Hamilton
Green, green, it's green they say on the far side of the hill Green, green I'm going away to where the.
Dallas Taylor
Grass is greener still the lyrics are basically about not settling down and heading to the far side of the hill where the grass is greener.
Thomas
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.
Dallas Taylor
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.
Thomas
For it, he wrote a new set of lyrics in Japanese that didn't have anything to do with the original English lyrics.
Dallas Taylor
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 lives 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, Green Green Aoto ni wan kotori ga utai. It was even used as one of Japan's train station jingles at Ushiku Station.
Thomas
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.
Dallas Taylor
A couple decades later, Konda 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.
Thomas
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.
Dallas Taylor
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.
Thomas
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.
Dallas Taylor
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.
Kirk Hamilton
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.
Thomas
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.
Dallas Taylor
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.
Thomas
The time you know, when Koji Kondo was writing them, he was just like, okay, this sounds like. Like a good sound. He never would have guessed that many, many years later, these are still staples of the Mario series.
Dallas Taylor
20,000 Hz is produced out of my sound agency, Defacto Sound. Hear more by following Defacto Sound on Instagram or by visiting defactosound.com this episode was written and produced by Casey Emerling 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 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, Dallas Taylor 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, Dallas Taylor MP3. You can also find clips on Instagram and TikTok under that same name.
Podcast Summary: Twenty Thousand Hertz - "Super Mario Bros: Koji Kondo’s 8-Bit Masterpiece"
Release Date: August 13, 2025
Introduction
In this episode of Twenty Thousand Hertz, host Dallas Taylor delves deep into the iconic sounds of the Super Mario Bros. series, focusing on the genius of composer Koji Kondo. Through insightful discussions with guest experts Kirk Hamilton and Thomas from Thomas Game Docs, Taylor unpacks how Kondo’s work on an 8-bit platform created music and sound effects that have endured in pop culture for decades.
Koji Kondo: The Mastermind Behind Mario’s Music
The episode begins with an overview of Mario’s monumental impact on the gaming world, highlighted by over 200 titles and 900 million sales. Taylor sets the stage by emphasizing that Mario’s success traces back to the 1980s, particularly the groundbreaking work of Koji Kondo.
[03:32] Kirk Hamilton: "Koji Kondo is arguably the most important composer in the world of video games."
[03:36] Dallas Taylor: "That's Kirk Hamilton, a musician, writer and host of the music podcast Strong Songs."
Kirk Hamilton underscores Kondo’s significance not just in gaming, but in the broader context of 20th-century music composition, praising his minimalist style and ability to craft unforgettable themes with the limited NES hardware.
Technical Constraints and Creative Solutions
Thomas from Thomas Game Docs elaborates on Kondo's versatility and the technical limitations of the NES, which had a restricted sound palette:
[04:29] Thomas: "He's written music in a huge variety of genres like ragtime and more jazzy sounding things."
Despite these constraints, Kondo’s compositions for Mario and Zelda remain musically rich and engaging. The NES could only produce a few types of sounds—triangle waves for bass lines, pulse waves for melody and harmony, white noise for rhythm, and lo-fi samples for effects. This limitation forced Kondo to innovate, resulting in sound effects that are both simple and iconic.
Iconic Sound Effects: From Jump to Game Over
The discussion transitions to specific sound effects that define the Mario experience:
Jump Sound
The signature jump sound was not straightforward to create. Kondo initially hesitated, thinking, “but people don't make noises when they jump.”
[06:13] Thomas: "It's funny to think about the jump sound as being kind of revolutionary, or at least new and fresh."
Kirk Hamilton praises it as possibly the greatest video game sound effect, even finding ways to emulate it on a guitar.
Coin Sound
A simple two-note jingle that subconsciously echoes the classic "Cha Ching."
[07:04] Dallas Taylor: "Then there's the coin sound."
Power-Up and Power-Down Sounds
These sounds feature fast ascending and descending tones, respectively, creating a shimmering effect that aligns perfectly with the gameplay mechanics.
[07:23] Dallas Taylor: "Then there's a power up sound which you can hear when you get a mushroom or a fire flower."
Level Complete and Castle Complete Sounds
The level completion sound is triumphant yet modest, while the castle completion sound is more elaborate, signaling a greater victory.
[09:07] Dallas Taylor: "The level Complete sound is triumphant, but it's not as epic as the Castle complete sound."
Death and Game Over Sounds
These sounds convey failure through harmonious resolutions juxtaposed with visual cues of Mario’s demise.
[12:12] Kirk Hamilton: "It's funny because it's just a little jingle going from G to C... it evokes what you're seeing in a way that makes it feel like you've failed."
Musical Composition: Rhythm and Melody
A significant portion of the episode focuses on the interplay between rhythm and melody in Mario’s music. Kondo employs a swinging drumbeat in the overworld theme while keeping the melody straight, creating a unique rhythmic juxtaposition.
[15:48] Kirk Hamilton: "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."
Thomas adds that this contrast enhances the offbeat rhythm perfectly suited to the game’s dynamic action.
Underground Theme: Creating Tension and Disorientation
The underground theme is intentionally arrhythmic, alternating between 3/4 and 4/4 time signatures to create a sense of unease and disorientation.
[17:45] Thomas: "The underground theme is very odd... it feels like, what am I doing Here."
Kondo later streamlined this theme in Super Mario Bros. 3, making it more rhythmically predictable for future iterations.
Musical Influences: From Jazz Fusion to Folk
Exploring Kondo’s inspirations, the episode reveals his background in jazz fusion and his exposure to various musical genres during his formative years. Specific influences include:
T Square: Inspired the overworld theme with similar melodic lines.
[28:24] Kirk Hamilton: "He also said that they inspired it."
Friendship’s "Let’s Not Talk About It" and Piper’s "Summer Breeze": Potential influences on the underground and star themes, respectively.
Green Green by the New Christie Minstrels: A childhood song that subtly influenced Kondo’s compositions for Super Mario World.
Legacy and Enduring Impact
The episode concludes by highlighting the depth and enduring legacy of Kondo’s work. Despite working with minimal resources, his ability to create memorable and adaptive music has kept the Super Mario Bros. soundtrack relevant and beloved across generations.
[35:18] Kirk Hamilton: "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."
Thomas and Kirk emphasize that Kondo’s genius lies not in complexity, but in his ability to convey emotion and gameplay mechanics succinctly through sound.
Conclusion
Dallas Taylor wraps up by acknowledging how Koji Kondo transformed the NES’s technical limitations into a timeless auditory experience. The Super Mario Bros. soundtrack remains a testament to Kondo’s mastery in creating simple yet profoundly impactful music that continues to resonate with players worldwide.
Notable Quotes with Timestamps
Final Thoughts
This episode provides a comprehensive exploration of Koji Kondo’s contributions to the Super Mario Bros. series, highlighting the intricate balance between technical constraints and creative brilliance. Through expert insights and detailed analysis, listeners gain a deeper appreciation for the sounds that have become synonymous with one of the most beloved video game franchises of all time.