This past year I’ve been busy with other projects, but now I’m finally resuming this blog as I’ve started to write a new long-form piece.
At one of the schools where I teach, there are about 15 jazz students. I've had an idea of putting them all together in a large ensemble, and write something for them to play. Part of the challenge is that the group wouldn’t resemble a big band, with horns and a rhythm section; instead, there would be maybe 3 or 4 drummers, a couple of bassists, several guitar players etc - meaning that the music would have to be somewhat unconventional.
I decided to connect this with another idea - a concept of form - that’s been on my mind for a while. It goes back to when I was around 11 or 12 years old. At that time, all my friends were very much into Nintendo games. Personally, I wasn’t quite as interested, but I took part in it anyway. One of the games we used to play was the legendary
Super Mario Bros, which turned out to be an important experience for me, as it gave me
my very first impression of long form structures.In the game, you go through 8 different ”worlds”, where each world consists of 4 different ”levels” - all in all, 32 different environments. Some of them are quite similar, while others are not. This intrigued me from the very beginning, going from one level to another: what will the next one look like? After having played the game for a while, I began to detect patterns and connections, how the different worlds and levels were related to each other. To me, the way it felt when playing, was a perfect balance between surprise and recognition.
(Click the picture for enlargement)Besides these basic outlines, there are also plenty of other thematic connections - for instance, all the different ”enemies” and other characters that appear in certain places throughout the game.
So now, some twenty years later, I wanted to see if I could apply this form to a musical composition. If I let each level of the game represent 30 to 60 seconds of music, I would have a piece of about 20 minutes in total.
I started by identifying the different kinds of environments. There were six: Outdoors, Underground, Platform, Castle, Underwater, and Bridge. I named them A through F and counted how many times each part would appear. From that, I then assigned a specific musical idea for each letter.
I should point out that the idea here is NOT to make some kind of musical portrait of the video game itself. I'm only using its form structure; the listener is not even supposed to know about it.A (13 times) - some sort of main theme, that can be presented in different ways
B (2 times) - odd-meter, rhythmic vamp on a single chord or pitch
C (5 times) - bass pedal point (in time), with rubato melodies on top
D (8 times) - swing solo section, with riff-like backgrounds
E (2 times) - unison lines with ”random” pitches (rhythms written out)
F (2 times) - free solo section, possibly drums
Hopefully, all these different parts will be distinctive enough to be recognized each time they appear, but also lend themselves nicely to variation and development. The idea is that the A and D sections will have a ”moving” quality, while B and C appear more static.
The complete form, loosely divided into 8 ”choruses”, would look like this:
ABCD - AEFD - AACD - ABCD - AACD - AACD - AEFD - AAAD
Quite a lot of A sections...but I will try to make it work. Also, the ”night” and ”winter” elements (see chart above) will be translated into some sort of musical detail.