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0:00
This episode is brought to you by Reese's
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Peanut Butter Cups. In breaking
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news, leading scientists worldwide are conducting
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experiments to determine if Reese's Peanut
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Butter Cups are the perfect combination
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of peanut butter and chocolate. However,
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it appears the study was inconclusive,
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as the scientists couldn't help but eat all
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the Reese's. Because when you
0:21
want something sweet, you can't do better than
0:23
Reese's. Find Reese's now at a
0:25
store near you. Hi,
0:29
future of Everything listeners. I'm Ben Cohen, and
0:32
I write the Science of Success column here
0:34
at The Wall Street Journal. We're trying something
0:36
new and bringing you a new feature based
0:38
on my column. Take a listen and let
0:41
us know what you think. Drop a line
0:43
to foepodcastatwsj.com. Every
0:47
year, the Library of Congress enshrines a
0:49
new collection of music into the National
0:51
Recording Registry. The idea is to, quote,
0:53
highlight the richness of the nation's audio
0:56
legacy. Last year's inductees included
0:58
Like a Virgin by Madonna, Margaritaville
1:00
by Jimmy Buffett, and All I
1:02
Want for Christmas is You by
1:04
Mariah Carey. Among those karaoke
1:06
classics was a song with a title
1:08
you wouldn't know written by someone whose
1:10
name you've probably never heard. But
1:12
I bet you recognize the tune. Doo
1:26
doo doo. The
1:31
song that many of my colleagues at The
1:33
Wall Street Journal attempted to sing is by
1:36
Koji Kondo. It came out in 1985 on
1:38
one of Nintendo's most beloved games. So
1:41
what's it called? It's like the
1:43
opening level song. Super Mario theme song? I
1:45
have no idea. I should know the name of the song, but
1:48
I don't. It's just the theme from Super
1:50
Mario Brothers. Formally known as
1:52
ground theme, this melody begins the
1:54
first level of the iconic video
1:56
game Super Mario Brothers. But
1:58
The tune isn't just an earworm. Or
2:00
the soundtrack to so many childhoods.
2:02
It's also a breakthrough. The.
2:04
Origin story behind the music of
2:07
Super Mario Brothers is a tale
2:09
of invention that involves transcending the
2:11
limits of technology, physics, and human
2:13
sexuality. From.
2:17
The Wall Street Journal. This is
2:19
a science of success. A look
2:22
at how today's success could lead
2:24
to tomorrow's innovations. Ribbentrop I wrote
2:26
a column for the Journal about
2:28
how people, ideas and teams work
2:30
and when they thrive Today were
2:32
tuning into the work behind our
2:34
place and the revolutionary minds behind
2:37
this music we can't get out
2:39
of our heads. Condos
2:44
music has more than with stood the test
2:46
of time. The songs been not
2:48
only relevant but residents for almost
2:50
forty years. It's been rearranged for
2:52
other games, and for ringtones, you
2:54
tube is littered with our capella
2:56
versions. Even the London Philharmonic played
2:58
it for the Game Awards. Last
3:03
year the tune could be heard from coast
3:06
to coast. Hollywood. Was taking
3:08
it all the way to the bank
3:10
in the Super Mario Brothers movie. Twenty
3:12
Twenty Three His biggest box office smash
3:14
after Barbie. And. In Washington D
3:16
C, it was going down in history.
3:19
After. Having his song enshrined in
3:22
the National Recording Registry. Sixty.
3:24
Two year old Koji Kondo told the
3:26
Library of Congress about some of the
3:29
challenges of creating video game music in
3:31
the nineteen eighties. Basically.
3:33
The. Amount of data they could use
3:36
for music and sound effects was
3:38
really small so see how to
3:40
be really innovative. It. Sounds
3:42
like a com and business conundrum.
3:44
Creativity born from constraints. Koji.
3:47
Kondo doesn't give many interviews. In fact,
3:49
according to Andrew start men a professor
3:51
of music at the New England Conservatory,
3:53
Nintendo tends to play thing as close
3:56
to the vest. one of the
3:58
challenges and studying nintendo in general, whether
4:00
it's music or not, is that it's
4:02
like Wonka's Chocolate Factory. Like, it is
4:04
impossible to get in the door and
4:06
talk to anyone. Sharptman would
4:08
know. He literally wrote the book on Kondo
4:11
and the music of Super Mario Bros. His
4:14
2015 book is called Koji Kondo's
4:16
Super Mario Bros. soundtrack. Nintendo
4:19
declined to make Kondo available for comment,
4:21
so I turned to the expert to
4:23
help me understand the unique challenges faced
4:25
by video game music composers of the
4:27
time and the unique background
4:30
of Kondo himself. Koji
4:32
Kondo had a pretty musical
4:34
childhood. He took Yamaha keyboard
4:36
classes. He was in a cover band
4:39
in his high school college days
4:42
and just also immersed
4:44
in the video game
4:46
scene of the early 80s, late 70s. Kondo
4:50
grew up in the 1970s playing
4:52
the electric organ in elementary school
4:54
and fiddling with a synthesizer in high
4:57
school. As it turned out, his timing
4:59
was exquisite. During his senior year of
5:01
art school in Osaka, Japan, Nintendo happened
5:03
to be hiring a team of sound
5:05
geeks. Nintendo posted
5:08
a job and
5:12
he applied to one job, only one
5:14
against the advice of his mentors and
5:16
he got it. It was the
5:18
first and last job that Kondo would apply
5:20
for. But when he joined
5:22
the company in 1984, he soon learned
5:25
something important. Writing music for video games
5:27
was entirely different from writing music for
5:29
an orchestra. What
5:33
exactly made it so different and how
5:35
did Koji Kondo overcome those challenges
5:37
to create this enduring and beloved
5:39
masterpiece? That's after the break.
5:45
This episode is brought to you by Reese's
5:47
Peanut Butter Cups. In breaking
5:49
news, leading scientists worldwide are conducting
5:51
experiments to determine if Reese's Peanut
5:53
Butter Cups are the perfect combination
5:56
of peanut butter and chocolate. However,
5:58
it appears the study was inconclusive,
6:01
as the scientists couldn't help but eat all
6:03
the Reese's. Because when you
6:05
want something sweet, you can't do better than
6:08
Reese's. Find Reese's now at a
6:10
store near you. These
6:21
days, video game music can be as complex
6:24
as any other music we listen to. But
6:26
in the 1980s, it was constrained by the
6:29
hardware. Andrew
6:39
Chartman told me that memory, or
6:41
lack of memory, meant that 1.
6:44
Condo couldn't write anything too complex and
6:47
2. Whatever he did write
6:49
couldn't be too long. It would have to
6:51
repeat again and again and again because it
6:53
couldn't take up too much space. How
6:56
do you create a song that
6:58
repeats nearly endlessly and doesn't get
7:00
annoying? According to Chartman, it helps
7:02
to disguise the loop. If
7:05
you actually separate out the little
7:07
chunks of music, you can think
7:09
of this kind of in a
7:11
modular sense. He's basically taking these
7:13
Lego blocks and rearranging them in
7:15
different orders that work musically so
7:17
that by reusing the same Lego
7:19
block, you're saving memory. But
7:21
by putting it in different orders,
7:24
the listener doesn't necessarily notice it
7:26
as an exact repetition because the
7:28
context is different. Think
7:30
about that first little chunk of music in the main
7:33
theme. But
7:46
not always. And
8:02
so by reordering these things and creating
8:04
the expectation that this is going to
8:06
happen, but oops, something else actually happens,
8:08
he makes it harder for us to
8:10
figure out where the loop actually is.
8:14
The result is music that's accessible
8:16
and compelling and surprisingly
8:18
complex. But
8:22
there were other constraints that Kondo had to get
8:24
around. Not just a shortage of
8:26
memory, but limitations in the Super
8:28
Nintendo system, which could only produce five
8:30
sounds at a time, significantly
8:33
less than a symphony orchestra. You've
8:38
got five channels, but
8:41
you've only really got three that
8:43
work for making basic notes. And
8:45
then you've got a noise channel, which
8:48
can imitate percussion and create sound effects.
8:50
And then you've got a sample channel,
8:52
except they're extraordinarily memory intensive. So most
8:54
games didn't use it anyway. So you've
8:56
really got three sound channels.
8:59
So how do you make that sound like
9:01
music rather than a computer trying to make
9:03
music? Kondo's solution was
9:05
to space out the notes. Take
9:08
a C major chord played by a pianist.
9:15
Coming through a Nintendo system, it's
9:17
going to sound pretty confined, tinny
9:19
and small. So Kondo spaced
9:21
out the notes over more than a single
9:24
octave. The result, a sound that's
9:26
richer, fuller and more clear.
9:33
More compelling, more
9:35
atmospheric. And that is
9:37
one of the keys to the Super Mario
9:39
Brothers theme and what made it so influential.
9:42
According to Chartman, Kondo changed the
9:44
world of video game music by
9:46
integrating the music into the game
9:48
development itself. At this period in
9:50
the 1980s, video game music is
9:53
still largely either just not a thing, most
9:55
games just have sound effects, or
9:57
it's kind of this wallpaper effect. It's in the
9:59
background. nice we don't really pay attention to it.
10:02
But Kondo had these two main
10:04
goals. He wanted to create what he
10:06
called a sonic image of
10:08
the game world and he also wanted
10:11
the music to enhance not just the
10:13
emotional but the physical experience
10:15
of the gamer. Remember level
10:17
one, the overworld. You're
10:20
Super Mario. You're running in front of a
10:22
blue sky dotted with white clouds. You've got
10:24
to jump over evil goombas and tall green
10:27
pipes. All the while you have to be
10:29
careful not to fall into those pits. It's
10:33
a little bit terrifying. Your heart's in
10:35
your throat. You're like, I'm I gonna actually
10:37
make it and it's this nerve wracking experience.
10:39
It's a physical experience. And so in the
10:42
ground theme, you have all
10:44
of these offbeat accents. So few things
10:46
actually land on the beat. So the
10:48
music is off kilter. If you've got
10:50
like one, two, three, four,
10:53
one, two, three, four,
10:58
right? That's your basic pulse. And
11:00
the music is rarely on the one, two,
11:02
three, or four. It's on a yeah, bah,
11:04
bah, bah, dah, dah, dah, dah, dah, dah,
11:07
dah, dah, dah, dah, dah, dah. It's
11:14
often on the offbeat. So
11:16
it kind of feels like you're not on solid
11:18
ground, which is exactly what he wants you to
11:20
feel in the overworld. That
11:24
breezy cha cha cha melody that matches
11:26
the rhythm of characters running and jumping
11:28
actually reflects the way Kondo thought about
11:31
the soundtrack. The music wasn't an afterthought.
11:33
It was essential to the game itself.
11:35
And that is how Koji Kondo took
11:38
the Super Mario Brothers theme and video
11:40
game music as a whole to the
11:43
next level. And
11:47
that's the science of success. This
11:49
episode was produced by Charlotte Gartenberg.
11:52
Michael LaValle and Jessica Fenton are our
11:54
sound designers and wrote our theme. I'm
11:57
Ben Cohen. Be sure to check out my column
11:59
on W. And if you
12:01
like the show, tell your friends and
12:03
leave us a five-star review on your
12:05
favorite platform. Special thanks
12:07
to all my journal colleagues who
12:10
helped sing the theme, including Ben
12:12
Fouldy, Nelly Givin, Rachel Bachman, Yalisa
12:14
De Jesus, Chris Dinsley, Brian Fitzgerald,
12:16
Pierre Bien-a-Mae, Todd Olmsted, and Jessica
12:18
Fenton. Thanks for listening. Good.
12:22
Okay, we're good.
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