Niveau souterrain de New Super Mario Bros. Wii : quatre joueurs progressent entre blocs de glace et briques

Mario's underground theme: Kondo's art of silence

1364 words | Reading time : 6 minute(s)

CharacterKoji KondoMusic

Eleven seconds of loop, and a time signature deliberately impossible to count. Born in World 1-2 of Super Mario Bros. in 1985, Koji Kondo's underground theme is written in C Dorian at roughly 200 BPM. This analysis unpacks its philosophy of “the space between the notes”, its jazz-fusion bassline and the 3/4 – 4/4 alternation that disorients you on purpose.

In the musical mythology of Super Mario Bros., one track stands apart by its darkness: the underground theme (“Underground BGM” or “Underground Theme” in English), the hushed, faintly unsettling little tune that follows Mario below the surface.

Composed by Koji Kondo, this short motif was born in World 1-2 of the original 1985 game. Behind its apparent simplicity hides a genuine lesson in composition: doing a great deal with almost nothing.

Contents


A theme born in World 1-2

The underground theme first appears in World 1-2 of Super Mario Bros., released in Japan in 1985 on Famicom. It is the very first moment when the player leaves the blue sky of World 1-1 to head underground through a Warp Pipe.

Where the famous main theme (“Ground BGM”) breathes bouncing joy, the underground version tips into a mood that is hushed, almost menacing. Shigeru Miyamoto himself judged the match between music and scenery even more successful than on the surface.

At the time Kondo had nothing but the Famicom sound chip: a mere handful of channels, no room at all for an orchestra. That hardware limit fed his inventiveness rather than curbing it.


“The space between the notes”

The track's signature rests on an idea Kondo put into words himself: he focused on “the space between the notes”. In other words, it is the silences as much as the notes that make the music.

  • The theme uses very few notes, spaced out, leaving the sonic emptiness room to breathe.
  • That emptiness creates tension: the ear waits for the next note, never quite reassured.
  • The result is an atmosphere that feels underground and faintly sinister, perfect for dark corridors bristling with pipes.

This economy of means has become a lesson in sound design: instead of flooding the ear, Kondo suggests. Here minimalism does all the atmospheric work.


A bassline straight out of jazz-fusion

Beneath that minimalism, though, beats a funky bassline with a very distinctive feel. Music lovers often link it to a piece of jazz-fusion: “Let's Not Talk About It”, taken from the album Friendship (1979) by the band of the same name, gathered around guitarist Lee Ritenour.

On that track, the bassline by Abraham Laboriel bears an unsettling kinship with Mario's underground pulse. Kondo has never officially confirmed the borrowing, but the jazz lineage is pointed out regularly.

This influence is a reminder that Kondo, far from writing mere jingles, drew on a broad musical culture, from jazz to funk, to bring colour to eight bits.


The deliberately off-kilter time signature

The most fascinating feature of the theme is its unstable rhythm. In the original version, the time signature alternates between 3/4 and 4/4, which makes the piece deliberately “hard to count”.

This imbalance is no slip-up: it is a deliberate choice. By blurring the beat, Kondo sharpens the feeling of disorientation that belongs to the underground.

From Super Mario Bros. 3 onward, the theme is rewritten entirely in 4/4, squarer, with percussion added right from the intro. A delicious anecdote: Kondo admitted he no longer remembered the original lopsided metre before rearranging it for Super Mario Maker.


Anatomy of an 11-second loop

Technically, the theme is a model of extreme concision. It loops in roughly eleven seconds, repeating endlessly as long as the player explores the depths.

  • It is written in C Dorian (C Dorian), a mode close to the minor but with a raised sixth, which gives it its ambiguous colour.
  • Its tempo hovers around 200 beats per minute, brisk despite the muffled mood.
  • It has no real harmony holding it up: it is the darkest passage in the whole Super Mario Bros. soundtrack.

That brevity is a strength: a short, striking loop imprints itself on the memory for good, to the point of becoming instantly recognisable.


A motif rearranged endlessly

Few video game themes have been so widely reused. Since 1985, the underground music has been covered and reorchestrated in dozens of titles.

  • In the main series, from Super Mario Bros. 3 all the way to Super Mario Bros. Wonder, by way of Super Mario Galaxy and Super Mario Odyssey.
  • Outside it, you find it again in the Paper Mario, the Mario Party, the Mario Kart and the medleys of Super Smash Bros.
  • It has even rung out on the big screen in The Super Mario Bros. Movie, proof of its status as an icon.

Techno, jazz, orchestral or chiptune versions: every era reinvents this short motif. Few stretches of eleven seconds of music have left such a mark on popular culture.

Underground level in Super Mario World, with Warp Pipes and Piranha Plants
Every instalment rewrites the underground theme without ever changing its motif.

Tech sheet: the underground theme

Composer Koji Kondo
First appearance World 1-2, Super Mario Bros. (1985, Japan)
English name Underground BGM / Underground Theme
Key C Dorian
Tempo About 200 BPM
Original time signature 3/4 and 4/4 alternating
Loop length About 11 seconds
Rewritten in 4/4 From Super Mario Bros. 3 onward

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FAQ

  • Who composed the Super Mario Bros. underground theme?
    Koji Kondo, Nintendo's in-house composer, wrote it for the original game. He is also the man behind the famous main theme of World 1-1.
  • Where do you hear this theme for the first time?
    In World 1-2 of Super Mario Bros., released in Japan in 1985, the moment Mario first drops below the surface through a Warp Pipe.
  • Why does the music sound “off-kilter”?
    Because its time signature alternates between 3/4 and 4/4 in the original version. That deliberate choice makes it hard to count and reinforces the disorienting mood of the underground.
  • What is the connection with jazz?
    Its funky bassline is often compared to “Let's Not Talk About It”, a jazz-fusion track from the album Friendship (1979). Music lovers keep pointing out the kinship, with no official confirmation from Kondo.
  • Which games have reused it?
    In dozens of titles, from Super Mario Bros. 3 to Super Mario Bros. Wonder, as well as in Galaxy, Odyssey, Paper Mario, Mario Kart, Super Smash Bros. and even The Super Mario Bros. Movie.

Beyond the consoles

Cinema, television, the composers and the theme parks: what Mario has become away from the controllers.

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