Episode Transcript
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0:02
Every word that I've spoken here on 20,000 Hertz
0:04
has been recorded with a Shure SM7
0:06
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much that we made an entire episode about
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0:47
You're listening to 20,000 Hertz.
0:52
My obsession with Zelda started when
0:54
I was six, with the very first Zelda
0:56
game. I remember spending hours
0:59
roaming around Hyrule, fighting monsters,
1:01
and looking for secrets.
1:06
Decades later, when my daughter was six,
1:08
she fell in love with Breath of the Wild. As
1:11
a dad and a huge Zelda nerd,
1:14
it made me really proud.
1:19
But when she first started playing, it
1:21
came at a cost. So
1:25
it was right after I demolished your game. That's my daughter,
1:27
who's now 10 years old. So
1:29
when I was little, my dad had beat the
1:31
game. By that point, I had put
1:33
hundreds of hours into Breath of the Wild. And
1:38
even though I had finished the main story,
1:40
I still had plenty left to explore. And I wanted to play
1:42
it.
1:43
So I accidentally clicked the button
1:45
that said, New
1:48
Game. New
1:50
Game.
1:50
So I remember you hitting New
1:52
Game. And when
1:55
I looked over and I saw that you didn't have
1:57
any armor or anything...
1:59
My heart sunk. Uhhhhh...
2:04
Do you remember what I said you had
2:07
to do because you deleted my game?
2:10
He said that I'd have to beat that game. Yeah,
2:13
and did you? Yes. It
2:16
took me about five years
2:18
to... or four years
2:20
to do it.
2:24
But whether you're a Zelda veteran like me, or
2:26
a newcomer like my daughter, a huge part
2:28
of what makes these games so special is
2:31
the music.
2:48
The Zelda series is full of classic
2:50
themes and melodies, some of which go all
2:52
the way back to that original game I played as a
2:54
kid, like the secret unlocked
2:57
sound, the
2:59
treasure chest sound, and
3:02
of course, the iconic Zelda
3:04
theme.
3:08
As we explored in our last episode, these
3:11
tunes were born in the age of 8 bits and
3:13
five lo-fi channels of audio, but
3:16
those limitations forced composer Koji
3:18
Kondo to make them as distilled and
3:20
powerful as possible.
3:29
As the series went on, these melodies
3:31
would come back again
3:32
and again.
3:34
Each time, they were transformed to
3:36
fit the mood and themes of the individual
3:38
games, and each version is
3:40
a reflection of the hardware it was made for and
3:42
where Nintendo was as a company.
3:49
The first two Zelda games came out in the late
3:51
80s on the original Nintendo, but
3:53
in 1991, Nintendo released
3:56
the Super Nintendo, and soon after,
3:58
a brand new Zelda game.
4:00
For 11-year-old Dallas, it was a huge
4:02
deal. The new Legend of
4:04
Zelda, A Link to the Past, now you're
4:07
playing with power and super power.
4:09
The Super Nintendo was a big step forward,
4:12
in both graphics and sound. This
4:14
allowed Koji Kondo to move away from the
4:16
simple 8-bit tones of the original console.
4:19
In A Link to the Past, the secret unlocked
4:21
melody has more of a bell chime sound.
4:25
And the treasure chest sound is once
4:27
again played with two notes, separated by
4:29
a major third. But this time, Kondo
4:32
used a triumphant horn tone and added
4:34
a drum roll to the
4:35
end.
4:37
All together it sounds big and dramatic
4:40
and it feels like the natural evolution
4:42
of the first game's sound effect. That's
4:44
Thomas, who hosts a YouTube channel about
4:47
video game history called Thomas Game Docs.
4:50
A Link to the Past soundtrack in general has sort of a faux
4:52
orchestral thing going on, as much as
4:54
the technological limits allow.
4:58
That faux orchestral sound comes through loud
5:00
and clear in the game's version of the overworld
5:02
theme.
5:11
With their next system, Nintendo made the leap
5:13
from 16-bits to 64, which was such a big
5:16
deal, they put it right in the name of the console.
5:19
Only on Nintendo 64.
5:24
The first Zelda game on the Nintendo 64
5:26
was Ocarina of Time.
5:33
Ocarina was groundbreaking for tons
5:35
of reasons, including the jump to 3D graphics,
5:38
a new combat system, and a totally
5:40
fresh sound palette.
5:52
But despite all of these changes, the
5:54
secret unlock sound stayed surprisingly
5:56
close to the original NES version.
5:59
Yeah, I find Ocarina of Time's
6:02
version of this sound effect really interesting because the
6:04
rest of Ocarina of Time's soundtrack is a move in a completely
6:06
different direction. For the first time, the
6:09
dungeons you explore, the music that plays
6:11
in them is much less melodic and much more
6:13
atmospheric and ethereal.
6:17
Koji Kondo uses kind of weird strange
6:20
noises mixed in with pad sounds.
6:25
And yet the secret unlocked sound effect is
6:27
much more abrasive
6:30
and synthesizer-y.
6:32
And it doesn't really feel like it belongs with
6:35
the rest of the music from the game. I suppose
6:37
one reason he could have done that is so that it sticks
6:40
out. There's a harsh contrast between this sound
6:42
and the rest of the things you're hearing.
6:44
But while Ocarina didn't change much about
6:46
the secret unlocked sound, it marked a big
6:48
evolution for the treasure chest melody.
6:51
When you open a large chest in the game, there's
6:53
a whole animation sequence where Link pushes
6:55
open the lid. The
6:57
chest is so big that young Link has
6:59
to hoist himself up and reach down inside.
7:03
You can't see
7:05
what's in it, but the light shining out of it
7:07
tells you it's something awesome. Finally,
7:10
Link reaches in and pulls it out.
7:15
By adding that long ascending intro,
7:17
Koji Kondo gave the sound a much bigger
7:20
sense of anticipation. Whenever you hear
7:22
it in the game, you can't help but think to yourself,
7:25
What's it gonna be? What's it gonna be? What's
7:27
it gonna be? What's
7:28
it gonna be? What's it gonna be? What's it gonna
7:30
be? What's it gonna be? What's it gonna be?
7:33
What's it gonna be? Oh, sick! It's a boomerang!
7:36
Musically, that intro actually has
7:38
a lot going on. Yeah, it's combining
7:40
two different scales. That's Kirk Hamilton,
7:43
a musician, composer, and host
7:45
of the Strong Songs podcast. So the chromatic
7:48
scale and the whole tone scale. The chromatic
7:50
scale being just if you sit down at a piano
7:52
and you play every single note,
7:56
up
7:56
the piano, black and white keys, you
7:59
get a chromatic scale. And a whole tone scale
8:01
is if you play just whole steps. So you play every other
8:03
note.
8:07
That's going in whole steps. So what
8:09
this is doing is just moving up the
8:11
first four notes of a whole tone scale. And
8:15
then it goes up a half step. Does
8:18
the same thing. And it goes up a half step
8:20
again. So up the chromatic scale. And
8:23
does the same thing again. And
8:25
then again. And
8:32
they add like
8:35
ocarina has that flat
8:37
seventh down on the bottom.
8:39
The flat seven is played with kind of a tuba
8:41
sound.
8:44
Here it is in its entirety.
8:49
And then it kind of ends on this dominant chord. This
8:54
change from major to dominant gives the sound
8:57
a bit more momentum. Just like the secret
8:59
unlocked melody. That's another kind of unsettled
9:01
place to end. I mean this chord. Doesn't
9:05
feel like you're home. You're not
9:07
in a safe place. It's more you're moving forward. So
9:09
you've picked up a new item. It's very exciting. Now
9:11
what are you going to do with it?
9:13
Strangely enough, the full Zelda theme
9:15
doesn't appear anywhere in ocarina of time.
9:18
But Koji Kondo did put a couple of callbacks
9:20
to it in the Hyrule Field theme.
9:35
The next leap forward for the music of Zelda
9:37
came on the Nintendo GameCube with
9:39
Wind Waker.
9:41
This year, the
9:44
legend is reborn.
9:51
In that game, the secret unlocked sound
9:53
is played with a synthesized harp.
9:57
It's the first time that it sounds definitely like
10:00
a real instrument, which blends in
10:02
well with the game's soundtrack, which is kind
10:04
of more Gaelic sounding. There's like bagpipe
10:07
type
10:07
sounds. There's
10:13
guitar-y type things.
10:19
It has a much more folk sound,
10:21
the music of Wind Waker, and so I feel like a harp
10:23
fits in kind of well with the overall
10:26
musical palette that the game adopts.
10:30
For the treasure chest sound, they added a high
10:32
sustained string note to the introduction and
10:34
gave the ending a more brassy sound.
10:46
The next Zelda game for a home console
10:48
was Twilight Princess. It came out
10:50
on both the GameCube and the Wii, which
10:53
makes this commercial a bit confusing.
11:00
By this point in the series, Koji Kondo
11:02
had moved to more of a supervisory role, with
11:05
other composers making most of the music. But
11:07
Kondo did compose one track for the game.
11:10
It plays during the intro sequence after the title
11:12
screen. The piece features a moody rendition
11:15
of the classic Zelda melody, and for the very
11:17
first time in the series, it was recorded
11:19
with a full live orchestra.
11:30
Kondo loved hearing his music come
11:32
to life with a live orchestra.
11:35
In an interview with Nintendo
11:36
Power, he said, quote, Even
11:38
when I've spent countless hours creating digital music
11:40
with complex layers for Nintendo's games,
11:44
artificial sounds just can't beat the real depth
11:46
and expression of live instruments.
11:54
At first, Kondo hoped that they could score the entire entire
11:56
game.
11:57
At first, Kondo hoped that they could score
11:59
the entire game.
11:59
entire game with a live orchestra, which
12:02
would have been a big change. For
12:04
a long time, higher ups at Nintendo had put their foot down
12:06
and requested that no real orchestra
12:08
sound should be used in games because they felt
12:10
that it wasn't gamey. They said it felt like
12:13
listening to a CD while you play a game.
12:15
In the end, Nintendo decided that the flexibility
12:17
of synthesized music was a better fit for
12:20
Twilight Princess. So apart from that one
12:22
track in the intro, they kept the music synthetic.
12:25
Here's a clip of the game's Hyrule Field theme,
12:27
featuring another callback to the classic Zelda
12:30
melody.
12:41
Like in Wind Waker, the secret unlocked
12:43
sound uses a synthesized harp, while
12:46
the treasure
12:47
chest melody includes an angelic
12:50
choral sound.
13:00
Following the debate about whether to use an orchestra
13:02
for Twilight Princess, Nintendo had to
13:04
make a similar decision with their other major
13:06
franchise, Mario.
13:09
At the time, they were working
13:11
on a game called Mario Galaxy. That
13:13
game was mainly composed by Mahito
13:15
Yukota, with Koji Kondo acting
13:18
as the sound supervisor. Early
13:20
on, Yukoto wrote a demo song and played
13:22
it for Kondo. It was a playful piece
13:24
that used Latin American instruments and
13:26
a kind of sci-fi theremin sound to
13:29
match the spacey theme.
13:34
But when Kondo heard it, he said the track
13:36
was no good, saying, quote, If somewhere
13:39
in your mind you have an image that Mario is cute,
13:42
please get rid of it.
13:46
As Kondo told him, Mario isn't
13:48
cute.
13:49
Mario is cool. Yukota
13:52
was so shocked that he thought about quitting
13:55
his job, but instead, he went
13:57
back to the drawing board. Three months later,
13:59
he sat down
13:59
with Shigeru Miyamoto, the creator
14:02
of both Mario and Zelda, to get
14:04
his input on the music.
14:07
Yucota played three tracks for Miyamoto
14:09
without telling him who wrote them.
14:12
One track was bright and poppy, another
14:14
was a mix of pop and orchestral music,
14:17
and the last one was purely orchestral.
14:19
It was an early version of this track.
14:32
After listening, Miyamoto chose the
14:34
orchestral piece, saying that it felt the most
14:37
space-like. What Miyamoto didn't
14:39
know was, that piece was actually
14:41
written by Koji Kondo.
14:44
For Yucota, this confirmed that Kondo
14:47
really knew the sound of Mario. So
14:49
after that, he changed direction and started
14:52
writing grand orchestral pieces for
14:54
Mario Galaxy. Koji Kondo also
14:56
wrote a few of his own, and for the first time
14:58
in a Mario or Zelda game, the
15:00
entire soundtrack was recorded with
15:03
a live, 50-piece orchestra.
15:05
Here's the main theme from Super Mario
15:07
Galaxy.
15:16
After that seismic shift in the music of
15:19
Mario, the music of Zelda would
15:21
never be the same.
15:34
That's coming up after the break.
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Congratulations to Shelby Arnett for
16:52
correctly guessing last episode's mystery sound.
16:56
That's the so-called victory fanfare from
16:59
the original Final
17:01
Fantasy game on the NES. It was created by Japanese composer Nobuo
17:04
Uematsu. Like
17:06
the Zelda's secret unlocked menu, this fanfare
17:09
has appeared in almost every Final Fantasy game.
17:11
Here it is in Final Fantasy IV. The game
17:13
is a game that is made of a game that is made of a game
17:15
that is made of a game that is made of a
17:18
game that is made of a game
17:21
with a web councillors that is made of game structure
17:24
and the game is made out of a
17:26
game with
17:28
a video solver. Several characters
17:30
get in the game with the website and digital Apple Chrome.
17:34
But don't forget this game that is activated
17:40
only in an official release date which
17:43
is 99, Abuse Timeains? You'll
17:46
also notice at the end of that game it
17:48
will relation to your and
17:51
Yang Kyung Lee or from now.
17:59
If you know that sound, submit your guess at
18:02
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18:05
who guesses it right will be entered to win a super
18:08
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Okay,
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back to the show.
20:30
In 2007, Mario
20:33
Galaxy became the first Mario or
20:35
Zelda game to use a live, fully
20:38
orchestrated soundtrack. Like so
20:40
many Mario games, Galaxy was a smash
20:42
hit. And for the next Zelda game, Shigeru
20:45
Miyamoto insisted they use a live
20:47
orchestra for the entire score. That
20:50
game was Skyward Sword. And while
20:52
Zelda has always sounded great, the addition
20:54
of an orchestra gave Skyward Sword a
20:56
new cinematic vibe. Here's
20:59
the epic rendition of the overworld theme
21:01
that plays in the end credits.
21:12
And that live orchestral sound
21:14
carried over into the secret unlocked sound
21:16
effect.
21:20
This sounds like an actual harp player playing it. And
21:22
they're adding some mustard to the original.
21:25
There are some extra notes in there that kind of go up
21:27
a longer arpeggio.
21:31
Oddly enough, the game's treasure chest sound
21:33
seems to be synthesized rather than live.
21:36
But that doesn't make it any less energetic.
21:47
Man, that one, talk about mustard. They put all the mustard
21:50
on everything in Skyward Sword. Because everything in
21:52
Skyward Sword is the most maximalist orchestral
21:54
version. There are those harp arpeggios
21:56
just tearing it up.
22:07
After Skyward Sword, lots of people expected
22:10
the next Zelda game to sound even bigger.
22:12
And with the huge open map of Breath of
22:14
the Wild, you might think that it would have the most
22:17
bombastic soundtrack ever,
22:19
but the composers decided to go in
22:21
a completely unexpected direction.
22:27
Breath of the Wild is such an interesting Zelda
22:30
soundtrack because it uses a lot of the same
22:32
musical themes, but they're much more sparse.
22:35
A lot of the soundtrack for Breath of the Wild is just
22:37
solo piano.
22:41
So all the time when you're exploring the
22:43
game's beautiful valleys
22:45
and mountains and hills, you're hearing kind
22:48
of sparse piano sounds playing around
22:50
you.
22:58
And also a lot of the game's sound
23:00
effects were rearranged for more of a piano
23:03
sound.
23:05
How does that sound make you feel?
23:08
It feels like it's mysterious,
23:10
like what's there? What's
23:13
there? Mmm, because then you
23:15
finally completed something that was hard for
23:17
you, or not hard for you, simple. And
23:20
then that thing plays, it reminds you, you're
23:22
one step closer.
23:26
Most of the soundtrack is very organic,
23:28
but when you interact with any ancient technology,
23:31
the sounds get much more synthesized.
23:34
Here's the music you hear inside the mysterious
23:36
shrines.
23:46
When you unlock a new rune or another part
23:48
of the map, you hear the treasure chest melody.
23:50
This version is kind of a hybrid between the
23:53
game's organic and synthetic sounds.
24:08
So, the way that that uses delay creates
24:11
a really different energy. There's
24:13
a kind of staggered quality to it that feels a little
24:16
disorienting.
24:18
They're all the way up at the end of the piano
24:21
on the right side in the highest notes
24:23
that the piano can make.
24:26
At the end, there's a breathy synthesized
24:28
layer.
24:33
But for one particular item, you hear
24:35
a different version of the treasure chest sound. This
24:38
one doesn't include the long intro.
24:45
That
24:50
version plays when you finally get the Master
24:52
Sword, which is the only weapon in the game
24:54
that doesn't eventually break. When
24:57
you unlock the Master Sword, it makes a lot of sense that
24:59
therefore you hear this new item get
25:01
sound effect, which is much closer to the traditional
25:03
sound of unlocking an item.
25:05
What do you think about that sound?
25:07
It makes me feel like I've
25:09
unlocked something, and it's very
25:12
valuable. And
25:19
that's not the only place where Breath of the Wild
25:21
gets a bit more traditional with its music. If
25:24
you manage to unlock the so-called true
25:26
ending, you'll see an extra cutscene
25:28
that plays after you defeat Ganon. In
25:30
it, Zelda tells Link that they'll have to work
25:33
together to rebuild Hyrule, and
25:35
that scene is set to an emotional rendition
25:37
of the classic Zelda theme.
25:54
Breath of the Wild was followed by a direct
25:56
sequel called Tears of the Kingdom.
26:00
James' musical palette is pretty similar to
26:02
Breath of the Wild, and it reuses the same
26:04
treasure chest and secret unlock sounds. But
26:06
there are some notable changes to the soundtrack,
26:09
like the dreamy reed instruments you hear
26:11
in the Sky Islands.
26:24
Tears of the Kingdom also has a dark, cavernous
26:27
underworld called the Depths.
26:33
The music in the Depths is peppered with ominous,
26:36
ethereal sounds.
26:40
It's a bit like the dungeons of Ocarina
26:42
of Time, but with even less melodic
26:45
elements.
26:50
But while most of the soundtrack is pretty sparse,
26:53
in one part of the game there's a whole bunch of
26:55
classic melodies. You see, both Breath
26:57
of the Wild and Tears of the Kingdom have
26:59
a cooking component, and whenever Link
27:01
cooks, he hums.
27:03
Here's the tune he hummed in Breath of the Wild,
27:05
which doesn't seem to be a callback to anything.
27:12
But in Tears of the Kingdom... He is now
27:15
humming a variety of different melodies.
27:17
He's expanded his repertoire. And
27:19
one of the melodies that he hums
27:22
is just a little sort of hint at
27:24
the main Zelda theme. He's like... Mm-hmm-hmm-hmm-hmm-hmm.
27:31
Other times, Link hums a snippet of
27:33
Zelda's Lullaby, a melody that goes
27:35
back to Ocarina of Time.
27:46
He also hums The Ballad of the Goddess from
27:48
Skyward Sword.
27:56
Niham's Epona song from Ocarina.
28:08
It's almost like Link is remembering his past
28:11
lives. Yeah, that's kind of what it seems like.
28:13
There's always that feeling in Zelda, right? There are these through
28:15
lines, but it's not actually the same guy,
28:17
but it sort of is the same guy because he's this immortal
28:20
mythic figure in a certain way. So it
28:22
would make sense that he would have this kind of ambiguous
28:25
memory where he just hums these melodies
28:27
because he's heard them somewhere, maybe in a dream. Listen!
28:42
Okay, so I
28:44
don't normally do this, but I'm going to break the fourth wall
28:46
and stop the show because I know
28:48
that tons of people are playing Tears of the Kingdom
28:51
right now, including me.
28:53
But there's this really beautiful musical
28:55
section at the very end of the game that is perfectly
28:58
relevant to this story, but I don't want to give you any spoilers.
29:00
So if you want to stay spoiler free, pause
29:03
the episode right now and skip ahead
29:05
by about a minute. I'll give you some time.
29:15
Like Breath of the Wild, Tears of the Kingdom
29:18
includes a true ending that you can unlock by
29:20
completing all of the main quests, and
29:22
that final cutscene is filled with musical
29:25
drawbacks.
29:25
First, you hear Zelda's lullaby.
29:39
Then, the track transitions into the
29:41
main Tears of the Kingdom theme. Finally,
29:50
it crescendos into the classic
29:52
Zelda melody.
30:11
These days, you can find the music of Zelda
30:13
all over the place. People make
30:15
remixes and lo-fi versions that
30:17
get millions of listens. Symphonies
30:20
around the world perform these themes in sold-out
30:22
concert halls. Of course,
30:25
there's a lot of great video game music out
30:27
there. But for Zelda players like me,
30:29
this music is just magical.
30:33
So you hear it over and over and over again. You
30:35
hear these beautiful themes, these lush
30:37
melodies, these rewarding little jingles.
30:40
And you form this relationship with them over
30:43
dozens of hours as you play through a Zelda game.
30:45
And then because the Zelda series has been going on
30:48
for so long, and because they've stayed true
30:50
to Koji Kondo's music throughout this entire
30:52
run, you know, over 30 years, we
30:54
have an even stronger relationship with those melodies
30:57
because it's been with you. For some of us, it's been
30:59
with us our whole lives. Over my life,
31:01
I've played so many Zelda
31:03
games at so many different points that
31:05
at this point I hear this music and it just,
31:08
it kind of transports me.
31:10
I feel like I'm home.
31:13
For most of my life, the music of Zelda
31:16
took me back to being that little kid
31:18
exploring the hidden corners of Hyrule. Fast
31:21
forward three decades and now I
31:23
have a daughter who's falling in love with these games
31:26
just like I did. Now when
31:28
I hear this music, I think about her
31:31
and all of the time we've spent playing these games
31:33
together. And someday
31:36
when I'm gone and she hears this music,
31:39
I hope she'll think of me.
31:46
I helped a little bit at the end though. That's
31:48
okay. Yeah, you actually were the one
31:50
who beat Ganon because I just don't
31:52
have the dignity to do it. You
31:54
don't have the dignity to do it. But this time it's Ganon
31:56
Dorff. Yeah. But he's harder.
31:59
I guess last question
32:01
here. Um, why
32:03
is Breath of the Wild and Tears of the Kingdom
32:06
special to you?
32:07
I don't know. It's just, it's so
32:10
fun. You want to keep doing it over and
32:12
over and over. No stopping.
32:15
Do you know why it's special to me? Why?
32:18
Because we both love it. Yeah.
32:21
And we both have our own game. Now
32:24
I can't crash your game. That's true. 20,000 Hertz
32:31
is produced out of the sound design
32:36
studios of De facto
32:38
Sound. Find
32:46
out more at de facto sound dot com.
32:49
This episode was written and produced by Casey Emerling.
32:52
With help from Grace East. It
32:54
was sound designed and mixed by Joel Boyder.
32:57
With original music by Wesley Slover. Thanks
33:00
to our guests, Kirk and Thomas. Kirk's
33:02
podcast is called Strong Songs. In
33:05
each episode, he breaks down an iconic
33:07
piece of music to find out what makes it work. Thomas
33:10
has a YouTube channel called Thomas Game Docs,
33:13
and it's all about video game history. Both
33:15
of these links are in the show notes. I'm
33:18
Dallas Taylor. Thanks for listening.
33:31
Hey listeners, I want to let you in on
33:33
something behind the scenes. Earlier
33:35
this year, with the economic downturn we
33:37
had, I wasn't sure 20,000 Hertz would survive.
33:41
Our advertising had dried up, business was
33:43
down at De facto Sound, and I honestly
33:45
thought I might have to end this podcast. Now,
33:48
fortunately, we managed to pull through. This time.
33:51
But I can tell you from experience, it won't
33:53
be the last time this happens. And when
33:55
it happens again, I can't say for sure
33:58
what the outcome will be. I'm telling you. you
34:00
this because it's really our listeners that determines
34:02
whether or not we can survive. You
34:04
are the difference between 20,000 Hz growing
34:07
and thriving or opening your feed one
34:09
day to find a very sad goodbye
34:11
episode. I don't want this to happen.
34:14
I love making this show. And while I don't
34:16
like asking for it, I need your help. There
34:18
are three concrete things you can do to help
34:20
keep this show going. First is
34:22
to recommend 20,000 Hz to people in your
34:24
life. And when you tell them, try to stay
34:27
away from language that says something like, if
34:29
you love sound, you'll love 20,000 Hz. Because
34:32
I believe everyone with hearing loves sound,
34:34
they just don't know it yet. Instead,
34:36
just tell them it's a fascinating, well-crafted,
34:39
clean, joy-filled show that covers
34:41
all kinds of fun topics. Video
34:43
games, movies, music, science,
34:45
history. I always design this show
34:48
to be appealing to everyone. Next,
34:50
if there's anything we advertise on this show that sounds
34:53
useful or interesting, then sign up using
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our URLs and promo codes. Everything
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accounts for about 95% of our revenue, so
35:01
we need our ad campaigns to be successful. To
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see all of our current deals, head to 20k.org
35:06
slash sponsors. Finally,
35:09
sign up for our premium feed, 20,000 Hz plus. Currently,
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only about 1% of our listeners contribute.
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If we could bring that up to just 2%, it
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would make a huge difference for our bottom line.
35:20
If you could spare $4 a month for an Envy
35:22
podcast that takes 2 to 300 plus hours to make,
35:26
then sign up at 20k.org
35:28
slash plus, or just tap the link in
35:30
the show notes. Or if you're an Apple podcast,
35:32
just go to the top of our feed and tap subscribe.
35:35
Now, with messages like this, I know it
35:37
can be easy to think, well, I don't have to do
35:39
it because someone else will. The problem
35:42
is, everyone thinks like that. So you
35:44
would be surprised to see how few people do
35:46
this, but I'm asking you not to be that
35:48
person today. If you love the
35:50
mission of this show, which is to get everyone
35:53
in tune with their sense of hearing, then please
35:55
consider helping us out.
35:56
Thanks.
36:00
you
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