Wowwww that's awesome...I thought it was cool enough that every song has an 8-bit version to play when you're doing 2D sections, it's crazy they specify all these extra layers that the sound effects are beholden to.
A bit off topic - Nier Automata which just won best score at the game awards - has a dynamic music system where there are dynamic, quiet, with and without vocals, 8 bit versions of each song that work seamlessly similar to this. Here is the OST if you'd like to explore that. ruclips.net/video/NbVi-SAbJYQ/видео.html
They're not really MIDI files but works the same way. You could litterally listen to music through HD Rumble. In Mario Kart 8 Deluxe, when you collect a coin, the controller play the "coin sound" through HD Rumble. Or even better in Kirby ruclips.net/video/wWAg7SIq7b4/видео.html
I love small details like this that Nintendo does. I remember discovering that when playing the harp Willy nilly in skyward sword, it syncs the chord progression to whatever music is playing. I reaaaaallly liked that
After watching this, I was playing Super Mario World. I had a Yoshi in a cavern, and when I hopped off of him, I noticed a percussive element in the background stopped. So I hopped on and off Yoshi a few times, and I noticed that the percussive element got added in only when I had Yoshi. Not exactly the same thing, but it was cool to notice. Thanks for helping me pay more attention to Mario sound design!
The Yoshi thing is in most if not all of the Mario titles with Yoshi as a ridable character btw and its even more noticeable in New Super Mario Bros U where the baby yoshi's actually sing along to the songs.
I flipped my shit once I realised that on top of all this, if you hold down a single side when scrolling through the kingdoms, the rhythm of the changes in selection is also in time with the music.
The one thing I remember is the sound effects when you're in a Dome and you point at the various galaxies -- the sound they make when the pointer is over them changes to fit the background music. Probly more examples than that, knowing Nintendo!
Every Launch Star in Galaxy 1 and 2 does this, along with the blue/yellow/green platforms that you sometimes have to activate by stepping on them. If a platform is changing to "active" it will be an octave higher than if it is changing back to "inactive".
At first I wanted to say the same thing, but this is so much more intricate than that and so much further. It started in Galaxy, but *flourished* in Odyssey.
When I first noticed this on the power lines, I was convinced that it was an additional track in the music tracks that was being muted and unmuted to correspond with the movement along the power lines.
Nintendo has historically done most of their music through what is essentially a collection of really nice sounding midi soundbanks rather than recordings. I'd say the sound effects here, if not the music itself, is using exactly that approach, with the songs having chords flagged for all other effects to use.
Tbh I wouldn't mind listening to a piano transcription of the chord effects like that for each song. Yes it would take a while, but hearing the lake kingdom one and ndc Cafe one was so awesome to listen to, it just made my day tbh
I could honestly watch an hour long video of this! You transcribing the sound effects and then putting them to a couple songs. As a past music major, this video absolutely blew my mind. I love it!
I think The Wind Waker might have been one of the first Nintendo games to do this (I can't recall if Super Mario Sunshine had done it prior). And then they did it again with Super Mario Galaxy. When you collect coins, the sound is in the same key as the music. And when you use a star launcher, the jingle that plays is in the same time signature and key as the music. And there are also sections in stages, such as Battlerock Galaxy where it starts with one piece of music, and then as you make your way through the stage, parts of the music come and go. Such a small detail, but such a cool thing that catches your ear. And it's cool that Nintendo have kept doing it.
Launch a boss fight with one of the Broodals and pay careful attention to the noises they make: -Topper when its multiple hats moves around -Spewart when he uses his poisoned UFO attack -Harriet when she uses her bombing UFO attack -Rango when Mario uses his flying ability. Everything ia synchronized with the music. Flawless.
I know this is probably going to get lost but that kind of detail is so nostalgic for me via THE WIND WAKER. There were lots of music quirks but the coolest was in combat, where the music was dark and ominous until you drew your sword. One you drew your sword it got much more intense and became less "spooky" and more of a battle track not by changing the song, but adding layers on top of the ominous strings. You can't explain this easy over a keyboard. Meh.
The Big Bullet Bill sound is amazing as well, as is the Chargin' Chuck version. I kept on playing music whilst capturing them just so I could hear that they sounded like.
Something I noticed in Bowser's Kingdom is, the torches that line the path at the top of the big climb are like, choreographed to flare up to the music. If you pick your own song, they'll flare up to the beat, but I haven't found another song with the same amount of choreography as the default.
very neat stuff... Back when mario galaxy was in development, they went through great lengths so that the music and gameplay blended together... I think this is a great example of how they have gone to active this in games!
That's just mind bending. This is the real future of videogames, realistic graphics should not be the main focus. What Super Mario Odyssey does is have interactivity within interactivity within interactivity, it's amazing stuff non the less.
SnipeyThePirateGamer I remember when you shot the starbits in co-op, the bursty sound would adjust to the right key. Also, small things like Mario's jump sound and whatnot. Edit: watch this video of the gusty gardens galaxy. Around 1:50 there are a couple of key changes, and sounds will adjust very slightly to fit the key. ruclips.net/video/7_68Jgpf9Sk/видео.html I didn't look into it as far as he did, clearly.
Eric Alex Anderson honestly I'll have to play myself. Couldnt really hear it as clearly but Im sure its there. I forgot just how amazing the Galaxy games are! So beautiful!
Another one I noticed in Galaxy was when you are selecting a save file, pointing at one of them creates a sine wave bell type sound that harmonizes with the music and chord changes. So cool!
I knew that the music was special yet didn’t notice until you pointed out just how special, and connected, this all is. Awesome job showing us this. Thanks for posting.
Stuff like this is why I love Nintendo games. I had noticed the sounds changing, but I thought it was specific to certain levels or something. Awesome find!
I realize this is over a year old at this point... but I just noticed that Mario's dancing animation is synced to the beat in the New Donk City Hall. It will be slowed down if you trigger the idle animation off beat. Once I saw that in game, I came right to this video to talk about it with ya :p
*Most people I know:* Why do you even bother listening to the music of the games? It makes no difference. You can just play the game without volume and the experience will be the same. *Me:* * shows this video *
Fun fact, some pinball machines did this exact same thing back in the late 80's and early 90's. Taxi, for example, changes the pitch of the car horn sound effects to match the current chord of the music. Black Knight 2000 and Mousin' Around also do similar things. There are probably other games that do it as well. The composers working for Williams at the time were insanely talented and put a huge attention to detail in their work.
This game has really incredible sound design. From both all of the stuff in the video, to how the music highlights and punctuates areas that have things in them. It really makes the areas feel alive when you land on the street of New Donk City or take the power line to Tosterna from the ruins and the music kicks in, it feels as if the music emanates from the locations. Then there’s so many varied and expressive sound effects that there’s too many to count and little touches like the speed flowers that change in pitch depending on how many you get.
Might have been "Super Mario Bros. 2" on the NES. It's small, but all the sound effects change keys during one section of the Overworld theme (It's most obvious when you throw something).
I had noticed a difference like that in the power lines and other sound effect creating areas, but never really realized it's because of the music. It is so well blended but adds that detail of appreciation towards user experience like that.
You're probably already aware of this, but similar techniques have already been implemented since Super Mario Galaxy. Very good video demonstrating some of the ways they sync the music in Odyssey though.
Some of the sound effects the bosses make also can synchronize with the music! ***SPOILERS*** So for the fight on the Dark Side of the Moon with the four Broodals, I decided to change the background music to that of the Tostarena Ruins, and things like the whirring of hats as they moves around the floor were in sync with the music! I was kinda shocked to find that, but even in places like that, they still had the foresight to add those details in case anyone wanted to do that!
I noticed this effect in the game (especially on the power lines, where it’s most obvious), but I didn’t realize you could change the background music to make the stretchy bug harmonize with a new track. Very cool.
I love touches like this! Even though most people won't ever be aware of it, the subtle changes still affect their play experience in a significant way! I've got to test this with other things not shows in this vid. I wonder if the pitch of Mario's shouts harmonize with the music when he jumps etc?
How about the fact they have an entire 8bit version of Mollusque-Lanceur's battle theme in the off-chance you decide to go into the 2D portion of the Seaside Kingdom? They could just as easily have kept the normal theme going, but they created a whole 8bit version of the track for this single instance.
You know, with the small amount of kingdoms and how small some of them are, I am not surprised that they would invest more time adding details like that. Still, I admit I was happy when I noticed there were so many 8-bit songs in the 2D sections.
Huh, I realized that the pitch while moving across the wire sometimes changed, but I didn't realize it was to match the music. When I first noticed it I just though it changed every so often and was confused why I couldn't get it to happen when I just went around in a circle in a small area.
It's remarkable to see the attention of detail. Another fun fact, when Mario stands by a stereo he'll start dancing. He actually dances to the tempo of the song and if you change the background music, he will dance to said tempo. Try it!
Reminded of this video when watching a windaker playthrough and noticed how the sfx for dialogue and reading signs is tuned to match the key of whatever song happens to be playing. They've been pulling this same magic trick for over 20 years!
All the musical instruments in Animal Crossing New Leaf harmonise with whatever song is playing on the CD player. When the song changes chord, so so the possible notes from the instruments.
I knew about the power lines. But the other stuff with the sound design is so cool too! Thanks for pointing this out and making this excellent video on it!
This is amazing. One thing I remember from SNES Super Mario World is when you jump to a Yoshi, it adds a drum base on the current level music. The drums harmony changes to match each level too. Of course, was way more simpler than this you spotted, but again, just points out the care that Nintendo take with the experience of the game.
You should do more videos about other games music. Obviously RUclips isn't your thing right now, but stuff like this is super interesting and obviously people like it.
I think a game developer truly cares about their work when they include details that they know only very few will see but understand that they will appreciate. This is why I love Nintendo.
i think that because of you not being immediately able to change the song playing via a music player, it just “blends in” with the music, but experimenting with different songs like that really does make you notice a difference
Mario's always been hecka into the music. Even in early games like Super Mario World, they have stuff like the drum line that gets added to all the music when you ride Yoshi.
This is ridiculous attention to detail. The composers and developers have really outdone themselves.
You mean reDonkulous!
Wowwww that's awesome...I thought it was cool enough that every song has an 8-bit version to play when you're doing 2D sections, it's crazy they specify all these extra layers that the sound effects are beholden to.
Don't forget there are 8-bit versions of songs present in areas with no 2D sections
Didn't know that. Cool!!
A bit off topic - Nier Automata which just won best score at the game awards - has a dynamic music system where there are dynamic, quiet, with and without vocals, 8 bit versions of each song that work seamlessly similar to this. Here is the OST if you'd like to explore that. ruclips.net/video/NbVi-SAbJYQ/видео.html
Sandurz oh shit man, good to see you still around youtube
momma beat breakdown when??
What makes this even cooler is apparently HD rumble is implemented by using MIDI files, so you can actually 'feel' these sound effects
Eddard Stark wut...
Eddard Stark holy shit really? got a source?
They're not really MIDI files but works the same way. You could litterally listen to music through HD Rumble. In Mario Kart 8 Deluxe, when you collect a coin, the controller play the "coin sound" through HD Rumble. Or even better in Kirby ruclips.net/video/wWAg7SIq7b4/видео.html
I love small details like this that Nintendo does. I remember discovering that when playing the harp Willy nilly in skyward sword, it syncs the chord progression to whatever music is playing. I reaaaaallly liked that
After watching this, I was playing Super Mario World. I had a Yoshi in a cavern, and when I hopped off of him, I noticed a percussive element in the background stopped. So I hopped on and off Yoshi a few times, and I noticed that the percussive element got added in only when I had Yoshi. Not exactly the same thing, but it was cool to notice. Thanks for helping me pay more attention to Mario sound design!
The Yoshi thing is in most if not all of the Mario titles with Yoshi as a ridable character btw and its even more noticeable in New Super Mario Bros U where the baby yoshi's actually sing along to the songs.
This game is too perfect lmao
Noonie Watch the Review of Johan anderson he makes some good points in why this game isn't perfect
DevelonLP hater
I flipped my shit once I realised that on top of all this, if you hold down a single side when scrolling through the kingdoms, the rhythm of the changes in selection is also in time with the music.
I think they started doing this with the Galaxy games.
The one thing I remember is the sound effects when you're in a Dome and you point at the various galaxies -- the sound they make when the pointer is over them changes to fit the background music. Probly more examples than that, knowing Nintendo!
ddud The launch stars did it.
Every Launch Star in Galaxy 1 and 2 does this, along with the blue/yellow/green platforms that you sometimes have to activate by stepping on them. If a platform is changing to "active" it will be an octave higher than if it is changing back to "inactive".
Wind waker is where I first heard it.
At first I wanted to say the same thing, but this is so much more intricate than that and so much further. It started in Galaxy, but *flourished* in Odyssey.
Mario music is OP
Ernireg3 plz nerf
Metroid music is more OP
Emanuele Semeria pls more nerf
Over played?
+Rainbow Heda Over Powered.
as a musician this just shows even more to me how nintendo has put so much detail and love in there games
Holy Fuck!
A part of me knew that. When I was playing in Bowser Kingdow I felt it
Sephi1412 Bowser's kingdom is the most notorious
Yup, i also did
YES
Wow, I thought it was just the power lines, and it was just a per-area thing. That's actually an excessive level of polish.
That first power line transition blew my fucking mind. I don't audibly say "whoa" out loud anymore. Nice going in changing that.
2:40 I actually want a full version of that
When I first noticed this on the power lines, I was convinced that it was an additional track in the music tracks that was being muted and unmuted to correspond with the movement along the power lines.
Nintendo has historically done most of their music through what is essentially a collection of really nice sounding midi soundbanks rather than recordings. I'd say the sound effects here, if not the music itself, is using exactly that approach, with the songs having chords flagged for all other effects to use.
Mario Odyssey is such a crazy tribute to detail, I want to make a game like this so bad.
Tbh I wouldn't mind listening to a piano transcription of the chord effects like that for each song. Yes it would take a while, but hearing the lake kingdom one and ndc Cafe one was so awesome to listen to, it just made my day tbh
I could honestly watch an hour long video of this! You transcribing the sound effects and then putting them to a couple songs. As a past music major, this video absolutely blew my mind. I love it!
I think The Wind Waker might have been one of the first Nintendo games to do this (I can't recall if Super Mario Sunshine had done it prior). And then they did it again with Super Mario Galaxy. When you collect coins, the sound is in the same key as the music. And when you use a star launcher, the jingle that plays is in the same time signature and key as the music. And there are also sections in stages, such as Battlerock Galaxy where it starts with one piece of music, and then as you make your way through the stage, parts of the music come and go. Such a small detail, but such a cool thing that catches your ear. And it's cool that Nintendo have kept doing it.
Launch a boss fight with one of the Broodals and pay careful attention to the noises they make:
-Topper when its multiple hats moves around
-Spewart when he uses his poisoned UFO attack
-Harriet when she uses her bombing UFO attack
-Rango when Mario uses his flying ability.
Everything ia synchronized with the music. Flawless.
I know this is probably going to get lost but that kind of detail is so nostalgic for me via THE WIND WAKER. There were lots of music quirks but the coolest was in combat, where the music was dark and ominous until you drew your sword. One you drew your sword it got much more intense and became less "spooky" and more of a battle track not by changing the song, but adding layers on top of the ominous strings. You can't explain this easy over a keyboard. Meh.
How there'd be brass hits with each time you hit certain enemies? Wind Waker did this beautifully.
The Big Bullet Bill sound is amazing as well, as is the Chargin' Chuck version. I kept on playing music whilst capturing them just so I could hear that they sounded like.
Something I noticed in Bowser's Kingdom is, the torches that line the path at the top of the big climb are like, choreographed to flare up to the music. If you pick your own song, they'll flare up to the beat, but I haven't found another song with the same amount of choreography as the default.
This is Nintendo polish ladies and gents
very neat stuff...
Back when mario galaxy was in development, they went through great lengths so that the music and gameplay blended together...
I think this is a great example of how they have gone to active this in games!
My favorite example of this is during the Koopa race at Bowser's Castle.
That's just mind bending. This is the real future of videogames, realistic graphics should not be the main focus. What Super Mario Odyssey does is have interactivity within interactivity within interactivity, it's amazing stuff non the less.
The 2P luma harmonizes with the music from the Super Mario Galaxy series as well
It’s most noticeable with the electricity and the Chargin’ Chucks when they “tackle”
Some other Mario games also have this. In Mario Galaxy, for example, Launch Stars and appearing Coins also harmonise with the background music.
Wow they really went all out on this game
Yup! They've been doing it since galaxy.
Eric Alex Anderson what section of galaxy did this? Im just interested
SnipeyThePirateGamer I remember when you shot the starbits in co-op, the bursty sound would adjust to the right key. Also, small things like Mario's jump sound and whatnot.
Edit: watch this video of the gusty gardens galaxy. Around 1:50 there are a couple of key changes, and sounds will adjust very slightly to fit the key. ruclips.net/video/7_68Jgpf9Sk/видео.html
I didn't look into it as far as he did, clearly.
Eric Alex Anderson honestly I'll have to play myself. Couldnt really hear it as clearly but Im sure its there. I forgot just how amazing the Galaxy games are! So beautiful!
Another one I noticed in Galaxy was when you are selecting a save file, pointing at one of them creates a sine wave bell type sound that harmonizes with the music and chord changes. So cool!
sneetric yeah! All throughout the game
I like the tropical wiggler one. Always noticed it was a Bflat thing but I like the E minor Bonneton. I’ll have to play around with it more.
I remember noticing this in Mario Galaxy and thinking it was really cool. :)
Sometimes the flower that gives you a boost in speed changes tune and I thought speed had to do with it. Maybe it's the same thing happening here
Yep! Each speed flower you get adds to the tune as well!
I knew that the music was special yet didn’t notice until you pointed out just how special, and connected, this all is. Awesome job showing us this. Thanks for posting.
Stuff like this is why I love Nintendo games. I had noticed the sounds changing, but I thought it was specific to certain levels or something. Awesome find!
Not surprised with the history mario has with soundtracks
You have a great ear for this!
I love these kinds of details! Super Mario Galaxy did the same thing with the launch stars if you listen closely.
I realize this is over a year old at this point... but I just noticed that Mario's dancing animation is synced to the beat in the New Donk City Hall. It will be slowed down if you trigger the idle animation off beat. Once I saw that in game, I came right to this video to talk about it with ya :p
good job! your reward? A MOON OF COURSE
I love how nintendo always puts the extra work in to make the game that much more enjoyable
For me, the electrical wire capture's sound harmonizing is oddly satisfying-
I've always enjoyed the little detailsin Mario, and I'm happy that tallent is also reflected with the music and sound effects.
This is game is beautiful in every way. Wow. Thanks for sharing that. Makes me smile when i hear how you played the music.
They did the harmonizations in Galaxy as well. It's most obvious with the launch stars.
this also works on those metal cubes (the one that you destroy after defeating bowser) you find everywhere! Just run on them :]
*Most people I know:* Why do you even bother listening to the music of the games? It makes no difference. You can just play the game without volume and the experience will be the same.
*Me:* * shows this video *
Often I do the opposite: I hear the soundtracks without playing the game, haha.
Me too lol.
Those seperated out bits sound so lovely
Fun fact: This happens on mario galaxy too (go to ghostly galaxy and enter the small launch star room, they do harmonize with the music too)
If you do this in bowsers kingdom on the lines with the wedding hall one it’s SO PRETTY.
Fun fact, some pinball machines did this exact same thing back in the late 80's and early 90's. Taxi, for example, changes the pitch of the car horn sound effects to match the current chord of the music. Black Knight 2000 and Mousin' Around also do similar things. There are probably other games that do it as well. The composers working for Williams at the time were insanely talented and put a huge attention to detail in their work.
This game has really incredible sound design. From both all of the stuff in the video, to how the music highlights and punctuates areas that have things in them. It really makes the areas feel alive when you land on the street of New Donk City or take the power line to Tosterna from the ruins and the music kicks in, it feels as if the music emanates from the locations. Then there’s so many varied and expressive sound effects that there’s too many to count and little touches like the speed flowers that change in pitch depending on how many you get.
Surprisingly, Nintendo did this back with Super Mario Galaxy when you used a launch star. I wonder what the earliest usage of this effect was!
Might have been "Super Mario Bros. 2" on the NES. It's small, but all the sound effects change keys during one section of the Overworld theme (It's most obvious when you throw something).
Awesome video man. Yes, this is the kind of thing that ups your enjoyment even if you aren't directly aware of it.
Chargin' Chuck in the core does this too.
And in that one postgame world, where it syncs up to "Another World".
I noticed this with the power lines, never noticed it happened with other sounds too!
Man, that piano. Gets me every time.
IS THERE ANYTHING NINTENDO DIDNT THINK OF WITH THIS GAME, THEY WERE OUT FOR BLOOD MAKING THIS
The speed-fire-flowers also have this effect
Man this game is amazing, also, great video, the presentation was amazing and you have plenty of examples.
The best thing I love about the little details like this is that they never even needed to be added, but they were added in anyway!
I had noticed a difference like that in the power lines and other sound effect creating areas, but never really realized it's because of the music. It is so well blended but adds that detail of appreciation towards user experience like that.
You're probably already aware of this, but similar techniques have already been implemented since Super Mario Galaxy. Very good video demonstrating some of the ways they sync the music in Odyssey though.
Some of the sound effects the bosses make also can synchronize with the music!
***SPOILERS***
So for the fight on the Dark Side of the Moon with the four Broodals, I decided to change the background music to that of the Tostarena Ruins, and things like the whirring of hats as they moves around the floor were in sync with the music! I was kinda shocked to find that, but even in places like that, they still had the foresight to add those details in case anyone wanted to do that!
You didn’t notice it, but your ear did
Super Mario Galaxy did something very similar. Its one of the reasons I love that game so much
I noticed this effect in the game (especially on the power lines, where it’s most obvious), but I didn’t realize you could change the background music to make the stretchy bug harmonize with a new track. Very cool.
I love touches like this! Even though most people won't ever be aware of it, the subtle changes still affect their play experience in a significant way! I've got to test this with other things not shows in this vid. I wonder if the pitch of Mario's shouts harmonize with the music when he jumps etc?
How about the fact they have an entire 8bit version of Mollusque-Lanceur's battle theme in the off-chance you decide to go into the 2D portion of the Seaside Kingdom? They could just as easily have kept the normal theme going, but they created a whole 8bit version of the track for this single instance.
You know, with the small amount of kingdoms and how small some of them are, I am not surprised that they would invest more time adding details like that. Still, I admit I was happy when I noticed there were so many 8-bit songs in the 2D sections.
The meticulous details in Japanese games always impresses me.
J-Ryder shut up weeb
Sarcasshole its true though
J-Ryder They're good but not the only ones that are capable
Sarcasshole chill bro
Yessnow ok
Excelent video, and the reason why i love nintendo, is so much attetion to detail.
How did I not notice that? That is so cool!
Dude, nicely illustrated.
Loved hearing the progressions sorta paired in piano the way you did it.
Holy fuck Nintendo I'm so glad you're talking about this because this attention to detail is phenomenal
Huh, I realized that the pitch while moving across the wire sometimes changed, but I didn't realize it was to match the music. When I first noticed it I just though it changed every so often and was confused why I couldn't get it to happen when I just went around in a circle in a small area.
Incredible, thanks for pointing this out!
another reason to just love and appreciate this game so much
It's remarkable to see the attention of detail. Another fun fact, when Mario stands by a stereo he'll start dancing. He actually dances to the tempo of the song and if you change the background music, he will dance to said tempo. Try it!
It's rare to find a quality video like this from such a small channel, keep up the good work
Oh yeeeaahh, I DID notice this. I first heard it in the moon kingdom, on the power line before the boss rush.
It's really awesome to share your craft with the game that most people love.
These kind of thorough analysis video essays are so interesting.
Along with this, I absolutely love the Banzai Bill harmony, both normal and fast.
It's the little details I love about games :D
Reminded of this video when watching a windaker playthrough and noticed how the sfx for dialogue and reading signs is tuned to match the key of whatever song happens to be playing. They've been pulling this same magic trick for over 20 years!
All the musical instruments in Animal Crossing New Leaf harmonise with whatever song is playing on the CD player. When the song changes chord, so so the possible notes from the instruments.
I knew about the power lines. But the other stuff with the sound design is so cool too! Thanks for pointing this out and making this excellent video on it!
Every time I see footage of this game I feel the desire to go play it more!
Holy fuck that's amazing
Dude this is an amazing video. I'm a music ed major, and love how your spent the time to make this! reposting now
I love every single developer who touched this product to make it happen. Love like this should be in every game.
Such a delicious find, great job!
This is amazing. One thing I remember from SNES Super Mario World is when you jump to a Yoshi, it adds a drum base on the current level music. The drums harmony changes to match each level too. Of course, was way more simpler than this you spotted, but again, just points out the care that Nintendo take with the experience of the game.
You should do more videos about other games music. Obviously RUclips isn't your thing right now, but stuff like this is super interesting and obviously people like it.
I think a game developer truly cares about their work when they include details that they know only very few will see but understand that they will appreciate. This is why I love Nintendo.
Thanks for the sheet music im tone deaf and would never of noticed this myself
I know that Nintendo specializes in the little things, but this is ridiculous! Did the creators even expect anyone to notice this?! Great catch.
i think that because of you not being immediately able to change the song playing via a music player, it just “blends in” with the music, but experimenting with different songs like that really does make you notice a difference
Mario's always been hecka into the music. Even in early games like Super Mario World, they have stuff like the drum line that gets added to all the music when you ride Yoshi.