Koji Kondo

Musician

Birthday August 13, 1961

Birth Sign Leo

Birthplace Nagoya, Aichi, Japan

Age 62 years old

Nationality Aichi

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Koji Kondo (近藤 浩治) is a Japanese music composer, pianist, and sound director for the video game company Nintendo.

He was best known for his many contributions to the Super Mario and The Legend of Zelda series of video games, among others produced by the company.

1961

Kondo was born in Nagoya, Japan, on August 13, 1961.

Kondo began taking Yamaha Music classes from kindergarten, where he learned to play the electronic organ from the age of five.

Kondo also played the marimbas in his elementary school band.

He later improved his skills with the electronic organ in a cover band that played jazz and rock music.

Kondo studied at the Art Planning Department of Osaka University of Arts, but was never classically trained or academically dedicated to music.

With a love of arcade video games such as Space Invaders and the early Donkey Kong series, he said video games were the only place where he could find the kind of sound creation that he was looking for.

He gained experience in composing, arranging pieces and computer programming through using the piano, and a computer to program music into the Famicom using Famicom BASIC, for which Kondo wrote part of the instruction manual in which he demonstrates how to program Japanese popular music into the Famicom using BASIC programming.

1984

Kondo was hired by Nintendo in 1984, becoming the first person hired by them to specialize in video game music.

His work in the Mario and Zelda series have been cited as the most memorable in video games, such as the Super Mario Bros. overworld theme.

Kondo applied for a music composition and sound programming job at Nintendo as a senior in 1984.

He recalls, "I found my way to Nintendo by looking at the school's job placement board. You're supposed to apply to many different companies, but I saw the Nintendo ad, and had a love of making synthesizers, and loved games, and thought – that's the place for me. I interviewed with one company, Nintendo, and that's where I've been ever since."

Kondo was the third person hired by Nintendo to create music and sound effects for its games, joining Hirokazu Tanaka and Yukio Kaneoka.

However, he was the first at Nintendo to actually specialize in musical composition.

His first work at Nintendo was the audio design for the 1984 arcade game Punch-Out!!.

As the Famicom had become popular in Japan by then, Kondo was assigned to compose music for the console's subsequent games at Nintendo's new development division, Nintendo Entertainment Analysis and Development (EAD).

His second work at Nintendo was an instruction manual on how to program Japanese popular music into the Famicom using the peripheral Family BASIC.

To conclude his first year at Nintendo, he created some of the music of Devil World, alongside Akito Nakatsuka.

1985

In 1985, Nintendo started marketing the Famicom abroad as the Nintendo Entertainment System (NES) to capitalize on the 1983 video game crash that had devastated Atari, Inc. and other companies.

Super Mario Bros. was Kondo's first major score.

The game's melodies were created with the intention that short segments of music could be endlessly repeated during the same gameplay without causing boredom.

The main theme is iconic in popular culture and has been featured in more than 50 concerts, been a best-selling ringtone, and been remixed or sampled by various musicians.

Kondo's work on The Legend of Zelda scores has also become highly recognized.

He produced four main pieces of background music for the first installment of the series; the overworld theme has become comparable in popularity with the Super Mario Bros. main theme.

1986

After the success of The Legend of Zelda, he provided the score for two Japanese-exclusive games, The Mysterious Murasame Castle (1986) and Shin Onigashima (1987).

1987

He created the soundtrack to Yume Kōjō: Doki Doki Panic (1987), which was later rebranded outside Japan as Super Mario Bros. 2 in 1988.

1988

Kondo returned to the Super Mario series to produce the scores to Super Mario Bros. 3 (1988) and the SNES launch title Super Mario World (1990).

1990

After finishing the soundtrack to Super Mario World, Kondo was in charge of the sound programming for Pilotwings (1990), while also composing the "Helicopter Theme" for it, and created the sound effects for Star Fox (1993).

1991

Koichi Sugiyama directed a jazz arrangement album of Super Mario World music and oversaw its performance at the first Orchestral Game Musical Concert in 1991.

1995

In 1995, he composed for the sequel to Super Mario World, Yoshi's Island.

2000

Until the early 2000s, Kondo would usually write all compositions by himself on a project, with The Legend of Zelda: Ocarina of Time being the last one Kondo worked on alone.

Since then, he has been collaborating with other staff members at Nintendo, advising and supervising music created by others, as well as providing additional compositions for games, including Super Mario Galaxy, The Legend of Zelda: Spirit Tracks, The Legend of Zelda: Skyward Sword and Super Mario 3D World.

He also served as the sound director and lead composer of Super Mario Maker and its sequel, Super Mario Maker 2.

He has also worked alongside Brian Tyler to compose for The Super Mario Bros. Movie.

2006

Kondo attended the world premiere of Play! A Video Game Symphony at the Rosemont Theater in Rosemont, Illinois in May 2006, where his music from the Super Mario Bros. and The Legend of Zelda series was performed by a full symphony orchestra.

2011

He also attended and performed in a series of three concerts celebrating the 25th anniversary of The Legend of Zelda series in late 2011.

2014

He performed piano with the American rock band Imagine Dragons live at The Game Awards 2014 ceremony in December 2014.

Kondo's music for Super Mario Bros. was designed around the feeling of motion that mirrors the player's physical experience.

This followed the philosophy of series creator and designer, Shigeru Miyamoto, who demanded that audio for the game be made "with substance" and are synchronized with elements of the game.