WEBVTT

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I want you to close your eyes for a second. Well,

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not if you're driving, obviously. Right. Keep

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your eyes on the road. Yeah, please. But if you

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can, just imagine the sound of your childhood.

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And I don't mean like the voices of your parents

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or the sound of the school bus. I mean the electronic

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pulse of the 1980s and 90s. Oh, absolutely. The

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classics. Exactly. The frantic, accelerating

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tempo of Tetris when the blocks start stacking

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up way too high. Or the eerie alien silence of

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landing on planet Zeebies in Metroid. Or even

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just the weirdly tropical bouncy vibe of Super

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Mario Land. It really is the soundtrack of a

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whole generation. But it's also something much

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more specific than that. It is the sound of a

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very specific type of hardware pushing against

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its own limits. Right. Because we tend to think

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of these as just, you know, Nintendo songs. Like

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they just appeared out of the ether. They were

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all cranked out by one giant corporate music

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department. Which couldn't be further from the

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truth. Exactly. Looking at the research you've

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pulled together for us today, it turns out the

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sonic fingerprint of the Game Boy, the NES, the

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Famicom... It isn't just a corporate style at

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all. It traces back largely to one single human

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brain. It does. Today, we're doing a deep dive

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into the life and the mind of Hirokazu Tanaka,

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or, as he was known then, Hip Tanaka. And as

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the cool kids know him now, Chip Tanaka. Chip

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Tanaka, yeah. And the biggest misconception we

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really need to clear up right away is the idea

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that he was just a composer. Okay, let's unpack

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this. Because usually in game development, especially

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back in the early days, you had the hardware

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guys soldering the boards in one room and the

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creative guys writing the tunes in another room

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entirely. The distinct lanes. They really didn't

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cross over. Right, but Tanaka didn't have a lane.

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He basically built the road. I mean, he was an

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electronic engineer who literally designed the

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audio hardware for the Famicom and the Game Boy.

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Wow. And then, after building the chips, he sat

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down and wrote the music that played on them.

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See, that is the hook for me. It's like finding

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out the guy who painted the Mona Lisa also, I

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don't know, invented the canvas and mixed the

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chemicals for the paint himself. That's a great

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way to put it. So we have this figure, Tanaka.

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He's responsible for the music in Metroid, Kid

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Icarus, Earthbound, Tetris, basically the Mount

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Rushmore of 8 -bit audio. But his background

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isn't classical music, is it? Far from it. And

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this is where the story gets really, really interesting.

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If you want to understand the Nintendo sound,

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you don't actually look at Japanese folk music

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or classical orchestration. You have to look

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at Jamaican reggae. Which is, I mean, that is

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the very last thing I expected to find in the

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biography of a Japanese engineer in 1980. I know

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it's wild, but it's the key to everything he

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did. But before we get to the reggae, we have

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to place him in Kyoto. 1980, Tanaka just graduated

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from university with a degree in electronic engineering

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and he applies to Nintendo. But his motivation

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is, well, it's kind of hilarious in hindsight.

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He wanted an easy life, didn't he? I read that

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he thought making toys would be relatively stress

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-free. Exactly. He thought, he's a toy company.

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How hard can it possibly be? Right. He basically

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wanted a job where he could coast a little bit

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and just relax. And instead he walked right into

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a meat grinder. An absolute grinder. Remember,

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this was the absolute dawn of the video game

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industry. We're talking about shifts that started

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at 9 in the morning and didn't end until 2 or

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3 in the morning the next day. Good grief. And

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the environment wasn't what we picture today

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at all. There were no sleek dual monitor setups,

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no visual development interfaces, none of that.

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They were working on TTY devices. Yeah, I've

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seen that term in the source notes, TTY. For

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listeners who haven't really dug into computing

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history, can you explain what that actually looked

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like in the room? Sure. TTY stands for Teletypewriter.

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So imagine an actual physical typewriter connected

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to a mainframe computer. There is no screen.

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Wait, no screen at all? No screen. You type your

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code, your assembly language, or your hex values,

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and you get a physical printout on paper. You

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are essentially coding blind. So if you're writing

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music, you're doing it by typing numbers onto

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paper. You can't just hit a playback button and

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see a waveform on a monitor. Exactly. You type

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the code, you compile it, burn it to a ROM, physically

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plug it into the hardware, and then just listen.

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Tanaka actually said that the history of games

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and the history of computers totally overlapped

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for them. They were literally inventing the development

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tools at the exact same time they were trying

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to make the games. That is insane. If they needed

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a tool to visualize a sound wave, They had to

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pause and code the tool first. Everything was

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handmade in the most literal, technical sense

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of the word. That puts a whole new spin on the

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8 -bit aesthetic. It wasn't an aesthetic choice

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at all. It was a survival mechanism. Precisely.

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But let's circle back to the music itself. You

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mentioned reggae. How does a stressed -out, overworked

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engineer in Kyoto become obsessed with the Jamaican

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dub music? It started with a very specific moment

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in the 70s. Tanaka's mother had actually made

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him take piano lessons as a kid, but he rebelled

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against that. Fast forward, he's a young guy

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eating pasta at a restaurant in Kyoto that had

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live music or a DJ playing, and suddenly he hears

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this track called Negreya Love Dub by Lin -Val

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Thompson. And the story goes that he literally

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stopped eating. He completely froze. He was so

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confused by what he was hearing. Because in dub

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music, the engineer at the mixing board is basically

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the lead artist. They take a traditional reggae

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track and they strip it way down. They drop out

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the vocals. They drop out the guitar, leaving

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just the heavy drums and the bass. Right. And

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then they use these heavy exaggerated tape delays

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and echoes. So he's sitting there hearing these

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massive gaps in the sound. Right. He kept stopping

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his fork because he genuinely thought the restaurant's

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audio equipment was He's thinking, why is the

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sound cutting out? Is the tape snapping? But

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then it clicked for him. He realized the silence

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was intentional. The gap itself was the instrument.

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He later said that deep bass sound, that heavy

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vibration, and the strategic use of silence,

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it just hooked him completely. And he didn't

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just fanboy over it from a distance, right? He

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actually started a band. He did. He started a

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band called The Shampoos. Which is just an S

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-tier band name, by the way. It really is. And

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they were legitimate, too. They weren't just

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some garage cover band. They actually opened

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for reggae legends Sly and Robbie at the Reggae

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Sunsplash Festival in Osaka. That is serious

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street cred for a Nintendo engineer. No kidding.

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So connect the dots for us here. How does playing

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Jamaican dub in a club in Osaka translate to

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composing the music for Wrecking Crew on the

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NES? This is really the core genius of Tanaka's

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entire career. Yeah. The NES hardware, the Famicom,

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was incredibly limited. You had a very specific,

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tiny number of sound channels, two pulse wave

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channels for melody, one triangle wave for bass,

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and a noise channel for percussion. And that

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is it. And usually in those old games, if you

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play a sound effect, like a character jumping

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or a bomb exploding, it has to basically steal

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one of those audio channels, right? So the music

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just cuts out for a second. Exactly. And most

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composers absolutely hated that. They tried to

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write these dense continuous melodies and just

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sort of hoped the sound effects wouldn't ruin

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the song too badly. But Tanaka went the complete

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opposite direction. He applied his dub philosophy.

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Ah, I see where this is going. He realized that

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if he voluntarily cut holes in his own melody,

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if he deliberately left silence in the track,

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it accomplished two massive things. First, it

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left room for the sound effects to act as part

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of the rhythm section. So the sound of Mario

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jumping or a block breaking essentially becomes

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the snare drum for the track. Precisely. And

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second, he used the listener's own brain to fill

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in the gaps. He called it his dub bass structure.

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By creating a really heavy bass line on the triangle

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channel and then topping up the melody, he made

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the music feel much bigger than the tiny little

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chip could actually support. He was using the

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hardware limitation as a texture, exactly like

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a dub mixer uses silence. He was basically hacking

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our psychoacoustics because he physically couldn't

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hack the chip any further. Exactly. He realized

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early on that on an 8 -bit chip, you simply can't

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simulate a grand orchestra. Just sounds like

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garbage. But you can simulate a raw, gritty,

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bass -heavy dub track. It fits the digital medium

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perfectly. Speaking of hacking the chip, we really

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need to talk about his work on Donkey Kong. This

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is 1981. He's doing the sound effects. And I

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read this anecdote in the sources about the footsteps,

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which I think perfectly captures exactly who

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this guy is. Oh, the footsteps story is a perfect

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example of his absolute obsession with detail.

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So in 1981, memory on a game cartridge was incredibly

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expensive. Every byte mattered. If you had a

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sound for Mario walking, standard practice was

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to just play that exact same tiny file over and

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over. Doot, doot, doot. Right, just a loop. But

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Tanaka hated that. He thought it sounded rigid

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and robotic. So what did he do? Did he just make

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more sounds? He couldn't. There wasn't enough

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memory. So he programmed a subtle algorithm that

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slightly altered the pitch and the decay of that

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single -footstep sound every single time it triggered.

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That is wild. It's almost imperceptible to the

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conscious mind, but your brain registers it as

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organic. It sounds like physical shoes hitting

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different parts of a metal girder. rather than

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a computer beeping. He's barely sleeping, he's

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working on a typewriter with no screen, and he's

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spending his time hand -coding microscopic pitch

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variations for virtual shoes. That was his level

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of commitment. But not every experiment of his

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worked out, right? There was the whole help me

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incident. The help me incident, yes. This is

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a classic failure story from his early days.

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So in Donkey Kong, Pauline, the lady that Mario

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is trying to save from the giant ape, she is

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supposed to scream for help. Tanaka wanted to

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use actual voice... for this. Which in 1981 was,

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I mean, ambitious is probably an understatement.

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Ambitious is definitely polite. The technology

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was totally primitive. But he synthesized a voice

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saying, help me, trying his hardest to make it

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sound human. But before he could go in the game,

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he had to present it to the ultimate test audience.

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And it wasn't a focus group. It was the daughter

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of the company president, Hiroshi Yomochi. And

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Yomochi was famously a terrifying figure in Nintendo

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history, very strict. Absolutely terrifying.

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So Tanaka brings in this tape. He plays this

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synthesized robot scream for Yamaki's daughter.

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She listens to it, looks at him, and just says,

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that doesn't sound like, help me. Ouch. And that

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was it. Feature cut. Back to the drawing board.

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Brutal. But that failure really seems to be an

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outlier in his career. He talks a lot in the

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sources about how he learned a kind of perfectionism

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from another Nintendo legend, Shigeru Miyamoto.

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Miyamoto's influence on him was huge. Tanaka

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saw how Miyamoto would obsess over the physical

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feel of a jump or the exact acceleration speed

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of a character on screen. Tanaka took that and

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applied the exact same rigor to the audio. He

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realized sound wasn't just background noise.

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It was crucial player feedback. That philosophy

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really peaks with Metroid in 1986. And looking

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at the notes, this seems to be the moment Tanaka

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officially decided to stop trying to be catchy.

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Metroid is absolutely the turning points. Up

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until 1986, video game music was basically all

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major key, high tempo, very upbeat. Think Super

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Mario Bros. or Pac -Man. It was very gamey. Right.

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Tanaka wanted to completely destroy that cliche.

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He was inspired by a very specific film score

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for a movie called Birdie. Wait, the Nicolas

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Cage movie? That's the one. He loved that the

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music in Birdie was dark, atmospheric, and really

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uncomfortable. It actively withheld giving the

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audience what they wanted until the very end

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of the film. And that's exactly what Metroid

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is. You land on Zeebies and it's definitely not

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a bop. It's this bubbling, ominous, almost dissonant

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sound. It feels like you are actually trapped

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in a hostile alien cave. It creates an intense

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sense of isolation. And internally at Nintendo,

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people hated it. Oh really? They pushed back?

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Oh yeah, the development team was super confused.

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They kept coming to him and asking, where is

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the melody? This is a video game. It's supposed

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to be fun. This music is just depressing. So

00:11:59.889 --> 00:12:01.750
how on earth did he get away with it? Why didn't

00:12:01.750 --> 00:12:03.870
upper management just make him change it to a

00:12:03.870 --> 00:12:06.929
happy 8 -bit samba? This is the fascinating contradiction

00:12:06.929 --> 00:12:09.950
of Nintendo in the 1980s. Today we think of them

00:12:09.950 --> 00:12:12.789
as this very tightly controlled corporate entity.

00:12:12.960 --> 00:12:16.500
But back then, the sound team had zero quotas,

00:12:16.840 --> 00:12:20.000
no sales targets, no marketing team analyzing

00:12:20.000 --> 00:12:21.860
the retention rates of the background music.

00:12:22.379 --> 00:12:24.960
Tanaka basically had absolute creative autonomy.

00:12:25.159 --> 00:12:27.159
That is unimaginable today. You'd have a committee

00:12:27.159 --> 00:12:29.279
of 12 different executives analyzing the churn

00:12:29.279 --> 00:12:32.580
risk of scary music in level one. Exactly. But

00:12:32.580 --> 00:12:35.179
because he had that freedom, he could execute

00:12:35.179 --> 00:12:37.620
this brilliant psychological trick on the player.

00:12:38.220 --> 00:12:40.519
He withheld the reward of a catchy melody for

00:12:40.519 --> 00:12:43.320
the entire game. The music just builds and builds

00:12:43.320 --> 00:12:46.440
tension for hours. So when you finally beat Mother

00:12:46.440 --> 00:12:48.320
Brain and the credits roll the ending theme,

00:12:48.360 --> 00:12:50.820
which is this triumphant, highly melodic track,

00:12:51.220 --> 00:12:53.039
it hits you like a truck. It feels like a massive

00:12:53.039 --> 00:12:55.279
release of endorphins. He literally engineered

00:12:55.279 --> 00:12:57.580
the emotional payoff. He did. And speaking of

00:12:57.580 --> 00:12:59.179
engineering, we really have to underscore the

00:12:59.179 --> 00:13:01.419
hardware aspect again. Because while he is fighting

00:13:01.419 --> 00:13:03.980
for this dark artistic vision in Metroid, he

00:13:03.980 --> 00:13:06.179
is simultaneously working on the hardware design

00:13:06.179 --> 00:13:08.700
team for the Game Boy. This is the part I still

00:13:08.700 --> 00:13:11.529
struggle to wrap my head around. The Game Boy

00:13:11.529 --> 00:13:14.389
wasn't just a product he made music for. He was

00:13:14.389 --> 00:13:17.330
on the core team that invented it. He was one

00:13:17.330 --> 00:13:21.110
of only five or six people. He personally researched

00:13:21.110 --> 00:13:23.850
and designed the audio hardware. So when you

00:13:23.850 --> 00:13:26.830
boot up a Game Boy and you hear that iconic bing

00:13:26.830 --> 00:13:29.429
on startup or you hear the classic sounds of

00:13:29.429 --> 00:13:32.690
Tetris, you are hearing a physical chip that

00:13:32.690 --> 00:13:35.429
Tanaka helped build playing digital instructions

00:13:35.429 --> 00:13:38.070
that Tanaka wrote. Talk about full stack development.

00:13:38.190 --> 00:13:40.450
That's doing everything. And he didn't stop at

00:13:40.450 --> 00:13:43.090
audio either. He actually co -designed and directed

00:13:43.090 --> 00:13:44.909
the Game Boy camera and the Game Boy printer.

00:13:45.100 --> 00:13:47.220
I had one of those. It was incredibly grainy,

00:13:47.440 --> 00:13:49.659
grayscale, and just completely magical at the

00:13:49.659 --> 00:13:51.659
time. It really was ahead of its time. Yeah.

00:13:51.759 --> 00:13:54.299
Tanaka was inspired by the view cam camcorders

00:13:54.299 --> 00:13:56.480
that were popular back then. He became totally

00:13:56.480 --> 00:13:58.379
obsessed with the idea of getting visual input

00:13:58.379 --> 00:14:00.860
onto a handheld game device. He was even running

00:14:00.860 --> 00:14:03.340
wild experiments trying to get live TV signals

00:14:03.340 --> 00:14:05.360
to display on the Game Boy screen in the early

00:14:05.360 --> 00:14:08.279
90s. Watching live TV on a Game Boy, that is

00:14:08.279 --> 00:14:11.799
some serious cyberpunk ambition for 1992. It

00:14:11.799 --> 00:14:14.039
connects back to the bigger picture of his worldview.

00:14:14.909 --> 00:14:17.629
Tanaka really didn't distinguish between engineering

00:14:17.629 --> 00:14:20.450
a circuit board and composing a song. To him,

00:14:20.750 --> 00:14:23.350
both of those things were acts of creation. Whether

00:14:23.350 --> 00:14:25.929
he was soldering a connection or placing a quarter

00:14:25.929 --> 00:14:28.370
note on a staff, he was building an experience.

00:14:28.750 --> 00:14:30.690
It's all just signals and waves at the end of

00:14:30.690 --> 00:14:33.370
the day. So we move into the 90s. The Game Boy

00:14:33.370 --> 00:14:36.649
is a massive, world -changing hit. Metroid is

00:14:36.649 --> 00:14:40.149
a cult classic. But then comes Pokemon, and this

00:14:40.149 --> 00:14:44.070
shifts his trajectory entirely. It does. Tanaka

00:14:44.070 --> 00:14:46.750
had a colleague named Sunakazu Ishihara, who

00:14:46.750 --> 00:14:49.750
was the producer of EarthBound. Ishihara basically

00:14:49.750 --> 00:14:51.830
told Tanaka he should come work for the new venture

00:14:51.830 --> 00:14:54.230
he was starting, which eventually became Creatures

00:14:54.230 --> 00:14:56.570
Inc. And Creatures is one of the three companies

00:14:56.570 --> 00:14:58.470
that manage the entire Pokemon brand, right?

00:14:58.470 --> 00:15:00.409
Exactly. But Tanaka was still fully employed

00:15:00.409 --> 00:15:02.889
at Nintendo at this point. Yes, he was. So he

00:15:02.889 --> 00:15:05.549
started Moonlighting. He wrote the opening and

00:15:05.549 --> 00:15:07.889
ending themes for the Pokemon anime in Japan.

00:15:08.049 --> 00:15:09.889
Wait, like the Japanese equivalent of the I want

00:15:09.889 --> 00:15:13.120
to be the very best song? Yes. The main track

00:15:13.120 --> 00:15:15.980
was called Maisier Pokemon Master. And these

00:15:15.980 --> 00:15:19.039
songs didn't just do okay, they became absolute

00:15:19.039 --> 00:15:21.700
monsters. Best sellers, topping the national

00:15:21.700 --> 00:15:23.720
music charts. So you have a Nintendo hardware

00:15:23.720 --> 00:15:26.399
engineer who accidentally becomes a chart -topping

00:15:26.399 --> 00:15:28.779
pop songwriter on the side. Which naturally created

00:15:28.779 --> 00:15:31.279
a massive corporate conflict. Nintendo had a

00:15:31.279 --> 00:15:33.559
very strict policy. Employees could not work

00:15:33.559 --> 00:15:35.840
for other companies, even friendly partner companies

00:15:35.840 --> 00:15:38.299
like Creatures. They basically called him in

00:15:38.299 --> 00:15:40.620
and told him, you have to stop writing these

00:15:40.620 --> 00:15:43.159
anime songs. You're an engineer here, not a pop

00:15:43.159 --> 00:15:45.740
star. So he had a choice to make. the stable,

00:15:45.919 --> 00:15:48.019
prestigious gig at the biggest game company in

00:15:48.019 --> 00:15:50.779
the world, or the creative freedom to write bangers

00:15:50.779 --> 00:15:54.000
for Pikachu. He chose freedom. He officially

00:15:54.000 --> 00:15:57.399
resigned from Nintendo in 1999 and joined Creatures

00:15:57.399 --> 00:16:00.120
Inc. full -time. And typical Tanaka, he didn't

00:16:00.120 --> 00:16:02.580
just join as a staff composer, he climbed the

00:16:02.580 --> 00:16:04.899
corporate ladder. He eventually became the president

00:16:04.899 --> 00:16:07.720
of the entire company. The guy who stopped eating

00:16:07.720 --> 00:16:10.440
pasta because he was so mesmerized by dub gaps

00:16:10.440 --> 00:16:12.659
became the president of the company managing

00:16:12.659 --> 00:16:16.919
Pokemon from 2001 all the way to 2023. He succeeded

00:16:16.919 --> 00:16:20.259
his old friend Ishihara. That is just a staggering

00:16:20.259 --> 00:16:22.720
career arc. But did he stop making music when

00:16:22.720 --> 00:16:25.440
he put on the executive suit? Never. In fact,

00:16:25.679 --> 00:16:28.379
he's had a huge resurgence recently. He started

00:16:28.379 --> 00:16:30.700
performing live at dance clubs under the stage

00:16:30.700 --> 00:16:33.860
name Chip Tanaka. Chip, as in chiptune, I assume.

00:16:34.019 --> 00:16:36.500
Yes, but there's a funny layer to that name change.

00:16:36.960 --> 00:16:39.200
His old nickname at Nintendo was Hip Tanaka.

00:16:39.440 --> 00:16:41.740
Hip? Where did Hip come from? Well, a friend

00:16:41.740 --> 00:16:43.779
of his pointed out that Hip was way too tied

00:16:43.779 --> 00:16:46.620
to his Nintendo past. Tanaka originally chose

00:16:46.620 --> 00:16:49.279
the name Hip because he absolutely loved hip

00:16:49.279 --> 00:16:52.240
-hop music, specifically the group A Tribe Called

00:16:52.240 --> 00:16:55.039
Quest. I'm sorry, A Tribe Called Quest. Yes.

00:16:55.419 --> 00:16:58.440
Reggae, dub, and A Tribe Called Quest. His musical

00:16:58.440 --> 00:17:01.159
taste was impeccable, so he changed Hip to Chip.

00:17:01.320 --> 00:17:04.259
to embrace the modern chiptune scene. So now

00:17:04.259 --> 00:17:06.400
you have this high level executive, a president

00:17:06.400 --> 00:17:09.220
of a major company, standing in a DJ booth, blasting

00:17:09.220 --> 00:17:12.079
heavy 8 -bit beats for a massive crowd of 20

00:17:12.079 --> 00:17:14.160
-somethings who probably have absolutely no idea

00:17:14.160 --> 00:17:17.019
that he personally built the hardware that defined

00:17:17.019 --> 00:17:19.480
the genre they're dancing to. That is the literal

00:17:19.480 --> 00:17:22.339
definition of legend behavior. It really is.

00:17:22.779 --> 00:17:25.400
And despite the heavy techno beats and the executive

00:17:25.400 --> 00:17:28.460
title, he never lost that deep emotional core

00:17:28.460 --> 00:17:32.559
in his music. When Satoru Iwata, the very beloved

00:17:32.559 --> 00:17:36.019
CEO of Nintendo, passed away in 2015, Tanaka

00:17:36.019 --> 00:17:38.220
released a tribute track called Dedicated to

00:17:38.220 --> 00:17:40.680
Satoru Iwata. I've actually heard that track.

00:17:40.759 --> 00:17:43.000
It's not just a catchy loop. It is genuinely

00:17:43.000 --> 00:17:45.460
heartbreaking. It's a beautiful piece of music.

00:17:45.539 --> 00:17:48.200
It shows his incredible range from the scary

00:17:48.200 --> 00:17:52.119
alien silence of Metroid to the goofy bouncy

00:17:52.119 --> 00:17:54.599
fun of Dr. Mario, which, by the way, he says

00:17:54.599 --> 00:17:56.740
was the very first time he truly felt like his

00:17:56.740 --> 00:17:59.119
own personality came through in a game, all the

00:17:59.119 --> 00:18:01.980
way to these deep emotional tributes. And all

00:18:01.980 --> 00:18:03.700
of it coming from a guy who just wanted a stress

00:18:03.700 --> 00:18:06.140
-free job making toys. It really highlights how

00:18:06.140 --> 00:18:08.579
incredibly unique that early Nintendo environment

00:18:08.579 --> 00:18:11.500
was. It was this wild frontier where a reggae

00:18:11.500 --> 00:18:13.779
-loving engineer could accidentally define the

00:18:13.779 --> 00:18:15.819
sound of a generation just by trying to work

00:18:15.819 --> 00:18:18.099
around arbitrary memory limits. And I think that

00:18:18.099 --> 00:18:20.970
brings us to the real lesson here. Why does Tanaka's

00:18:20.970 --> 00:18:23.710
story matter beyond just retro nostalgia? I think

00:18:23.710 --> 00:18:25.430
it's really about the fundamental relationship

00:18:25.430 --> 00:18:28.029
between constraints and creativity. We hear that

00:18:28.029 --> 00:18:30.849
phrase a lot, right? Constraints breed creativity.

00:18:31.529 --> 00:18:34.650
But Tanaka is the empirical, undeniable proof

00:18:34.650 --> 00:18:38.039
of it. Exactly. We live in an era of infinite

00:18:38.039 --> 00:18:40.619
tracks now. You use a digital audio workstation

00:18:40.619 --> 00:18:43.799
today. You have unlimited cloud storage, infinite

00:18:43.799 --> 00:18:46.720
processing power. If you want a full 80 -piece

00:18:46.720 --> 00:18:48.960
orchestra, you just click a button. If you want

00:18:48.960 --> 00:18:51.059
a gospel choir, you click another button. And

00:18:51.059 --> 00:18:52.980
you can fix absolutely anything in post. You

00:18:52.980 --> 00:18:55.180
don't need to use the silence to save memory

00:18:55.180 --> 00:18:58.319
anymore. But Sinaka had to. He had three simple

00:18:58.319 --> 00:19:00.740
tones and a noise channel. He had a few tiny

00:19:00.740 --> 00:19:02.960
kilobytes of memory. He couldn't add more sounds.

00:19:02.960 --> 00:19:07.000
He had to subtract them. And by using that Jamaican

00:19:07.000 --> 00:19:09.200
dub technique of actively cutting holes in the

00:19:09.200 --> 00:19:12.359
music, he created a sound that was infinitely

00:19:12.359 --> 00:19:14.839
punchier and more memorable than a full symphony

00:19:14.839 --> 00:19:16.859
would have been on that hardware. So the Nintendo

00:19:16.859 --> 00:19:18.920
sound wasn't a stylistic choice at all. It was

00:19:18.920 --> 00:19:21.200
a brilliant solution to an engineering problem.

00:19:21.339 --> 00:19:23.559
It was a perfect fusion of electronic engineering

00:19:23.559 --> 00:19:26.140
necessity and Jamaican dub sensibilities. He

00:19:26.140 --> 00:19:28.339
proved once and for all that strict limitations

00:19:28.339 --> 00:19:30.900
aren't the enemies of art. They are the exact

00:19:30.900 --> 00:19:33.490
fuel for it. That is such a powerful takeaway

00:19:33.490 --> 00:19:36.509
for anyone doing any kind of creative work today.

00:19:36.829 --> 00:19:39.130
We're all kind of drowning in options and tools.

00:19:39.849 --> 00:19:42.529
Maybe the secret is to actively, artificially

00:19:42.529 --> 00:19:45.130
limit ourselves. Um, pluck the second monitor.

00:19:45.630 --> 00:19:47.970
Yeah. Limit yourself to four tracks. See what

00:19:47.970 --> 00:19:50.289
happens. You might just invent a whole new genre.

00:19:50.490 --> 00:19:52.569
Or at least write a really catchy tune while

00:19:52.569 --> 00:19:56.869
eating some pasta. Ideally both. Before we wrap

00:19:56.869 --> 00:19:59.609
up this deep dive, I want to leave you, the listener,

00:19:59.849 --> 00:20:02.690
with a thought to really chew on. We spent so

00:20:02.690 --> 00:20:04.329
much of our time trying to upgrade our tools,

00:20:04.589 --> 00:20:06.309
getting the faster computer, the better camera,

00:20:06.430 --> 00:20:08.970
the more expensive software subscription, but

00:20:08.970 --> 00:20:11.849
Tanaka's best, most enduring work came from the

00:20:11.849 --> 00:20:14.430
struggle of fitting a symphony into a tiny microchip.

00:20:14.779 --> 00:20:17.240
In your own life or your own work, where are

00:20:17.240 --> 00:20:19.220
you fighting against a limitation right now?

00:20:19.500 --> 00:20:21.299
And instead of fighting it, what if you treated

00:20:21.299 --> 00:20:23.480
it like a dub mixer? What if the gap in your

00:20:23.480 --> 00:20:25.380
resources is actually the most interesting part

00:20:25.380 --> 00:20:27.940
of the song? That is the big question. Thanks

00:20:27.940 --> 00:20:30.500
for diving deep with us today. Go listen to some

00:20:30.500 --> 00:20:32.839
reggae, play a little Metroid, and appreciate

00:20:32.839 --> 00:20:34.660
the silence between the beeps. We'll see you

00:20:34.660 --> 00:20:35.640
on the next one. Take care.
