Editing Paah

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{media missing|more=yes|Samples of the "Paah" sound effects in the ''New Super Mario Bros. Wii'' / ''New Super Mario Bros. U'' tower and castle themes (NOT ''New Super Mario Bros. 2'')}}
{{more media|Samples of the "bah" sound effects in the ''New Super Mario Bros. Wii'' / ''New Super Mario Bros. U'' tower and castle themes (NOT ''New Super Mario Bros. 2'')}}
{{conjecture}}
[[File:KoopatroopaNSMBU.png|thumb|x150px|Artwork of a [[Koopa Troopa]] dancing to a sound effect in ''[[New Super Mario Bros. U]]'']]
[[File:KoopatroopaNSMBU.png|thumb|x150px|Artwork of a [[Koopa Troopa]] dancing to a sound effect in ''[[New Super Mario Bros. U]]'']]
Many musical tracks in the ''[[New Super Mario Bros. (disambiguation)|New Super Mario Bros.]]'' series incorporate sound effects that enemies and objects on-screen may briefly react to. These sounds are usually vocal samples that punctuate the background music at the end of a melodic phrase.
Many musical tracks in the ''[[New Super Mario Bros. (disambiguation)|New Super Mario Bros.]]'' series incorporate sound effects that enemies and objects on-screen may briefly react to. These sounds are usually vocal samples that punctuate the background music at the end of a melodic phrase.


The first sample that was used for this purpose is "Paah", created by sample library vendor Best Service and found in ''Best Service Voice Spectral Volume 1''. The same CD also contains "Taaaa", which was used for a similar but alternate sound effect.<ref>Best Service (1993). "[https://www.youtube.com/watch?v=VWCEgbkTJTY?t=29m05s Best Service Voice Spectral Volume 1]". Tracks 50 and 52.</ref> An additional bell sample from the Series 4000 Hollywood Sound Effects Library was used in underwater stages for the same purpose.<ref>SourceAudio. "[https://soundideas.sourceaudio.com/track/7627991 CartoonBell 4001_58_2]". Series 4000 Hollywood Sound Effects Library.</ref>
The first sample that was used for this purpose is "Paah", created by sample library vendor Best Service and found in ''Best Service Voice Spectral Volume 1''. The same CD also contains "Taaa", which was used for a similar but alternate sound effect.<ref>Best Service (1993). "[https://www.youtube.com/watch?v=VWCEgbkTJTY?t=29m05s Best Service Voice Spectral Volume 1]". Tracks 50 and 52.</ref> An additional bell sample from the Series 4000 Hollywood Sound Effects Library was used in underwater stages for the same purpose.<ref>SourceAudio. "[https://soundideas.sourceaudio.com/track/7627991 CartoonBell 4001_58_2]". Series 4000 Hollywood Sound Effects Library.</ref>
 
{{media table
{{media table
|file1=Sample Bah Paah.wav
|file1=Sample Bah Paah.wav
Line 9: Line 11:
|length1=0:22
|length1=0:22
|file2=Sample Bah Taaa.wav
|file2=Sample Bah Taaa.wav
|title2="Taaaa" sample
|title2="Taaa" sample
|length2=0:18
|length2=0:18
|file3=Sample Bah Bell.wav
|file3=Sample Bah Bell.wav
Line 15: Line 17:
|length3=0:04
|length3=0:04
}}
}}
The mechanic was created because [[Koji Kondo]] "thought it would be fun for the visuals to change in response to the sound", and it was "the most [he] could do" to accomplish this due to having joined in the final phase of development.<ref>Nintendo. (2023, October 18). "[//nintendo.com/us/whatsnew/ask-the-developer-vol-11-super-mario-bros-wonder-part-3 Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 3 - News - Nintendo Official Site]". Nintendo.com.</ref>


As it could otherwise be assumed that the in-game characters do not {{wp|Diegetic music|hear the background music}}, their reaction to these sound effects may be considered to break the [[fourth wall]].
As it could otherwise be assumed that the in-game characters do not {{wp|Diegetic music|hear the background music}}, their reaction to these sound effects may be considered to [[Fourth wall|break the fourth wall]].
 
==History==
==History==
===''Super Mario'' series===
===''Super Mario 64'' / ''Super Mario 64 DS''===
====''Super Mario 64'' / ''Super Mario 64 DS'' / ''Super Mario Odyssey''====
The jingle that plays immediately after entering a [[painting]] in ''[[Super Mario 64]]'' uses the "Paah" sample to play the first six notes of the [[Ground Theme (Super Mario Bros.)#Super Mario 64|Ground Theme]] from ''[[Super Mario Bros.]]'' Unlike later uses of the sample, it has no gameplay effect. ''[[New Super Mario Bros.]]'' may have repurposed the sample due to its presence in the [[Nintendo DS]] remake, ''[[Super Mario 64 DS]]''.
The jingle that plays immediately after entering a [[painting]] in ''[[Super Mario 64]]'' and ''[[Super Mario 64 DS]]'' uses the "Paah" sample to play the first six notes of the [[Ground Theme (Super Mario Bros.)#Super Mario 64|Ground Theme]] from ''[[Super Mario Bros.]]'' Unlike later uses of the sample, it has no gameplay effect. This jingle marks the first time that the sample, or any other sample from a Best Service library, was used by [[Nintendo]].


This jingle is reused in ''[[Super Mario Odyssey]]'' when entering a painting to rematch a boss in the [[Mushroom Kingdom (Super Mario Odyssey)|Mushroom Kingdom]].
{{media table
{{media table
|file1=SM64 Game Start.oga
|file1=SM64 Game Start.oga
Line 30: Line 30:
}}
}}


====''New Super Mario Bros.''====
===''New Super Mario Bros.''===
''[[New Super Mario Bros.]]'' is the first game to give the "Paah" sound a gameplay function. In the [[Main Theme (New Super Mario Bros.)|main]], [[Underground Theme|underground]], athletic, desert, beach and lava themes, some enemies and objects will react to certain sounds. A table summarizing entities' responses across different ''New Super Mario Bros.'' games can be found below.
''[[New Super Mario Bros.]]'' is the first game to give the "Paah" sound a gameplay function. In the [[Main Theme (New Super Mario Bros.)|main]], [[Underground Theme|underground]], athletic, desert, beach and lava themes, some enemies and objects will react to certain sounds. A table summarizing entities' responses across different ''New Super Mario Bros.'' games can be found below.


In certain level themes, the "Paah" vocals are replaced with other sounds that have the same function. The main and athletic themes use the "Paah" sample, while the underground, desert, beach, and lava themes use the "Taaa" sample. The underwater theme uses the bell sound effect.
In certain level themes, the "Paah" vocals are replaced with other sounds that have the same function. The main and athletic themes use the "Paah" sample, while the underground, desert, beach, and lava themes use the "Taaa" sample. The underwater theme uses the bell sound effect.
[[List of New Super Mario Bros. pre-release and unused content|Pre-release versions of ''New Super Mario Bros.'']] used an orchestral hit in place of the final game's vocal samples.
[[List of New Super Mario Bros. pre-release and unused content|Pre-release versions of ''New Super Mario Bros.'']] used an orchestral hit in place of the final game's vocal samples.
{{media table
{{media table
|file1=NSMB Music Overworld Theme.oga
|file1=NSMB Music Overworld Theme.oga
Line 59: Line 61:
}}
}}


====''New Super Mario Bros. Wii''====
===''New Super Mario Bros. Wii''===
While ''[[New Super Mario Bros. Wii]]'' uses new overworld, underground, and athletic themes, the "Paah" sound reappears in these new versions, serving the same purpose. It also appears in the new desert, beach, forest, snow, and lava overworld music, as well as the lava underground music. Enemies in this game are timed to react to the "Paah" sound embedded in the music.
While ''[[New Super Mario Bros. Wii]]'' uses new overworld, underground, and athletic themes, the "Paah" sound reappears in these new versions, serving the same purpose. It also appears in the new desert, beach, forest, snow, and lava overworld music, as well as the lava underground music.


There are two points in the [[tower]] theme that act as "Paah"s; each is at the start of a slow trill that plays on bass marimba and strings near the beginning of the loop. In the [[castle]] theme, the sound of orchestral cymbals is used in place of "Paah"s.
There are two points in the [[tower]] theme that act as "bah"s; each is at the start of a slow trill that plays on bass marimba and strings near the beginning of the loop. In the [[castle]] theme, the sound of orchestral cymbals is used in place of "bah"s.


On the World Map, entities such as [[Koopaling]]s and [[Enemy Course]]s also hop in response to certain parts of the music. While the [[World 9 (New Super Mario Bros. Wii)|World 9]] music has the proper data, it goes unused as nothing in the world animates based on this.<ref>RoadrunnerWMC. (October 26, 2022). [//youtu.be/fDMZP4mroo0 <nowiki>[TCRF]</nowiki> NSMBW World 9 Music Animation Events]. ''YouTube''. Retrieved January 4, 2023.</ref>
{{media table
{{media table
|file1=OverworldNSMBW.oga
|file1=OverworldNSMBW.oga
Line 104: Line 105:
}}
}}


====''New Super Mario Bros. 2''====
===''New Super Mario Bros. 2''===
In ''[[New Super Mario Bros. 2]]'', the "Paah" sound reappears in the new ground theme and athletic theme, as well as the desert, beach, forest, snow, lava overworld, and lava underground music reused from ''New Super Mario Bros. Wii''. The xylophone glissando also reappears in the underwater theme. Additionally, this game is the only game in the series to incorporate "Paah" vocals in the music of [[Ghost House]], tower and castle levels. The latter two also feature the sound effects that were previously used in their ''New Super Mario Bros. Wii'' renditions in place of the "Paah" vocals, but stage elements now only respond to the vocals.
In ''[[New Super Mario Bros. 2]]'', the "Paah" sound reappears in the new ground theme and athletic theme, as well as the desert, beach, forest, snow, lava overworld, and lava underground music reused from ''New Super Mario Bros. Wii''. The xylophone glissando also reappears in the underwater theme. Additionally, this game is the only game in the series to incorporate "Paah" vocals in the music of [[Ghost House]], tower and castle levels. The latter two also feature the sound effects that were previously used in their ''New Super Mario Bros. Wii'' renditions in place of the "bah" vocals, but stage elements now only respond to the vocals.
 
The vocals with the "bah" effect are distinct from the new "yah" or "lah" samples accompanying the ground and athletic themes, which play alongside the melody in the overworld theme and instead of it in the athletic theme. As the melody in these themes is otherwise the same as in their ''New Super Mario Bros. Wii'' counterparts, enemies and objects only react to the bahs that were present originally.  


The vocals with the "Paah" effect are distinct from the new "Lah" samples accompanying the ground and athletic themes, which were taken from the "ChorusLahFem" instrument from the Roland Sound Canvas SC-8820. These play alongside the melody in the ground theme and instead of the melody in the athletic theme. As the melody in these themes is otherwise the same as in their ''New Super Mario Bros. Wii'' counterparts, enemies and objects only react to the "Paah"s that were present originally.
{{media table
{{media table
|file1=NSMB2 Ground Theme.oga
|file1=NSMB2 Ground Theme.oga
Line 124: Line 126:
|title5=Castle Theme
|title5=Castle Theme
|length5=0:30
|length5=0:30
|file6=NSMB2 Lah Sample.wav
|title6="Lah" sample
|length6=0:08
}}
}}


====''New Super Mario Bros. U'' / ''New Super Luigi U'' / ''New Super Mario Bros. U Deluxe''====
===''New Super Mario Bros. U''===
In ''[[New Super Mario Bros. U]]'', ''[[New Super Luigi U]]'', and ''[[New Super Mario Bros. U Deluxe]]'', the "Paah" sounds are present in the new ground, athletic, and snow themes, as well as the returning underground, desert, and forest overworld music from ''New Super Mario Bros. Wii'', and they retain their effect on gameplay from previous games. The xylophone glissando sound appears again in the underwater theme and also retains its effect.
In ''[[New Super Mario Bros. U]]'' and its port, ''[[New Super Mario Bros. U Deluxe]]'', the "bah" sounds reappear in the underground, desert and forest overworld music from ''New Super Mario Bros. Wii''. Additionally, they are present in the new ground, athletic and snow themes. The xylophone glissando sound appears again in the underwater theme. ''[[New Super Luigi U]]'', an expansion to this game, simply reuses the music from ''New Super Mario Bros. U'', so the same actions occur when the "bah" sound is played.
 
{{media table
{{media table
|file1=Overworld Theme New Super Mario Bros U.oga
|file1=Overworld Theme New Super Mario Bros U.oga
Line 143: Line 143:
}}
}}


====''Super Mario Maker'' series====
===''Super Mario Maker'' series===
In the ''[[Super Mario Maker (disambiguation)|Super Mario Maker]]'' games (namely ''[[Super Mario Maker]]'', ''[[Super Mario Maker for Nintendo 3DS]]'', and ''[[Super Mario Maker 2]]''), the ''New Super Mario Bros. U'' game style reuses the underground, underwater, desert, and forest music from ''New Super Mario Bros. Wii'' and the overworld, athletic, and snow overworld music from ''New Super Mario Bros. U''. However, enemies in these games do not react to the music, so the "Paah" sounds serve no functional purpose.
The ''[[Super Mario Maker (disambiguation)|Super Mario Maker]]'' games reuse the underground, underwater, desert, forest and snow overworld music from ''New Super Mario Bros. Wii'', and the overworld and athletic music from ''New Super Mario Bros. U''. However, enemies in these games do not react to the music, so the "bah" sounds serve no functional purpose.
 
===''New Super Mario Bros. Wii Coin World''===
''[[New Super Mario Bros. Wii Coin World]]'' arranges several ''New Super Mario Bros. Wii'' themes that include the vocal sound effect. The sample used is different.
{{media table
|file1=Grass Overworld NSMBW Coin World.oga
|title1=Grass Overworld
|file2=Desert Overworld NSMBW Coin World.oga
|title2=Desert Overworld
|file3=Beach Overworld NSMBW Coin World.oga
|title3=Beach Overworld
}}
 
===''The Super Mario Bros. Movie''===
In an official pre-release clip of ''[[The Super Mario Bros. Movie]]'', as [[Mario]] exits a [[Warp Pipe]] after entering from a [[Clear Pipe]] in the [[Mushroom Kingdom]], the note that plays at the end of the cue in the background score is the "Paah" sound used in the ''New Super Mario Bros.'' games. The "Paah" sound can also be heard in a commercial for a {{wp|McDonald's}} [[Happy Meal]] promotion with the movie, specifically during the second transition between Mario's parkour scene and the scene with the child looking inside their Happy Meal box.<ref>LETS - A - GO 64 (December 12, 2022). [https://youtu.be/1adOkmJryJg?t=11 The Super Mario Bros. Movie - McDonald's Commercial ad]. ''YouTube''. Retrieved December 13, 2022.</ref>


==Table of reactions==
==Table of reactions==
The table below lists the reactions of various elements in the ''New Super Mario Bros.'' games to these sounds. Many of these reactions are aesthetic, but some can have a small effect on gameplay, such as enemies making adjustments to their position instead of walking at a constant rate.
The table below lists the reactions of various elements in the ''New Super Mario Bros.'' games to these sounds. Many of these reactions are aesthetic, but some can have a small effect on gameplay, such as enemies making adjustments to their position instead of walking at a constant rate.
{|class="wikitable"style="text-align:center"
 
{|class="wikitable" style="text-align:center"
!rowspan="2"|Enemy/character/object
!rowspan="2"|Enemy/character/object
!rowspan="2"|Reaction
!rowspan="2"|Reaction
Line 223: Line 210:
|[[Bone Goomba]]
|[[Bone Goomba]]
|align=left|Performs a short hop.
|align=left|Performs a short hop.
|
|
|[[File:Check mark.svg|17px]]
|
|
|-
|[[Bone Yogan Lift]]
|align=left|Eyes glow.
|
|
|
|
Line 284: Line 279:
|-
|-
|[[Cooligan]]
|[[Cooligan]]
|align=left|Performs a small hop while flapping its wings. If its sunglasses are knocked off, its hop is even shorter.
|align=left|Performs a small hop while flapping their wings. If their sunglasses are knocked off, their hop is even shorter.
|
|
|
|
Line 317: Line 312:
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|-
|align=left|Stops and does a short dance. When there are two vocals in short succession, it puts its hands together and swings its arms to both sides.
|align=left|Stops and does a short dance. When there are two bahs in short succession, it puts its hands together and swings its arms to both sides.
|
|
|
|
Line 324: Line 319:
|
|
|-
|-
|rowspan=2|[[Mega Dry Bones|Big Dry Bones]]
|rowspan=2|[[Big Dry Bones]]
|align=left|Rotates its head.
|align=left|Rotates its head.
|
|
Line 332: Line 327:
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|-
|align=left|Stops and does a short dance. When there are two vocals in short succession, it puts its hands together and swings its arms to both sides.
|align=left|Stops and does a short dance. When there are two bahs in short succession, it puts its hands together and swings its arms to both sides.
|
|
|
|
Line 362: Line 357:
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|-
|[[Flower (environmental object)|Flower]]{{footnote|main|b}}
|[[Flower (New Super Mario Bros. series)|Flower]]{{footnote|main|b}}
|align=left|Pulsates.
|align=left|Pulsates.
|
|
Line 397: Line 392:
|[[Goombrat]]
|[[Goombrat]]
|align=left|Flaps its leaves.
|align=left|Flaps its leaves.
|
|
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|[[Prickly Goomba]]
|align=left|Peeks out of its chestnut shell.
|
|
|
|
Line 420: Line 407:
|-
|-
|[[Koopa Paratroopa]]
|[[Koopa Paratroopa]]
|align=left|Does a short dance. When there are two vocals in short succession, it swings its opposing limbs on the second "Paah".
|align=left|Does a short dance. When there are two bahs in short succession, it swings its opposing limbs on the second bah.
|
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
Line 435: Line 422:
|
|
|-
|-
|align=left|Stops and does a short dance while facing the camera. When there are two vocals in short succession, it swings its arms to both sides and lifts its foot lower.
|align=left|Stops and does a short dance while facing the camera. When there are two bahs in short succession, it swings its arms to both sides and lifts its foot lower.
|
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
Line 443: Line 430:
|-
|-
|[[Big Koopa Troopa]]
|[[Big Koopa Troopa]]
|align=left|Like with the regular Koopa Troopa, it stops and does a short dance, albeit without facing the camera; when there are two vocals in short succession, it swings its arms to both sides and lifts its foot lower.
|align=left|Like with the regular Koopa Troopa, it stops and does a short dance, albeit without facing the camera; when there are two bahs in short succession, it swings its arms to both sides and lifts its foot lower.
|
|
|
|
Line 458: Line 445:
|
|
|-
|-
|align=left|Mouths to the "Paah" vocals.
|align=left|Mouths to the "bah" vocals.
|
|
|
|
Line 488: Line 475:
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|[[Segmented platform]]
|align=left|Eyes glow.
|
|
|[[File:Check mark.svg|17px]]
|
|
|-
|-
|rowspan=2|[[Spiny]]
|rowspan=2|[[Spiny]]
Line 555: Line 534:
|-
|-
|[[Yoshi (species)|Yoshi]]
|[[Yoshi (species)|Yoshi]]
|align=left|Mouths to the "Paah" vocals and turns its head towards the camera (only when unmounted).
|align=left|Mouths to the "bah" vocals and turns its head towards the camera (only when unmounted).
|
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
Line 563: Line 542:
|-
|-
|[[Baby Yoshi]]
|[[Baby Yoshi]]
|align=left|Mouths to the "Paah" vocals and, like with the regular Koopa Troopa, stops and does a short dance (only when not held).
|align=left|Mouths to the "bah" vocals and, like with the regular Koopa Troopa, stops and does a short dance (only when not held).
|
|
|
|
Line 570: Line 549:
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|}
|}
===Notes===
===Notes===
{{footnote|note|a|Excluding the jumping variety}}
{{footnote|note|a|Excluding the jumping variety}}
{{footnote|note|b|In ''[[Super Mario 3D World]]'', plants that can bear [[coin]]s also dance to the background music.}}
{{footnote|note|b|Plants that can bear [[coin]]s in ''[[Super Mario 3D World]]'' also dance to the background music.}}
 
==Names in other languages==
{{foreign names
|Jpn=「ワッワー」というコーラスのような音<ref>''[[The 30th Anniversary Super Mario Bros. Music]]'' booklet, [[:File:SMB-30th Anniversary Booklet Pages 11-12.jpeg|pages 11&ndash;12]]</ref>
|JpnR="wawwā" to iu kōrasu no yōna oto
|JpnM=a sound like a chorus of "wah-wah"
}}


==See also==
==See also==
Line 592: Line 565:
{{NSMBU}}
{{NSMBU}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Music]]
[[Category:New Super Mario Bros.]]
[[Category:New Super Mario Bros.]]
[[Category:New Super Mario Bros. 2]]
[[Category:New Super Mario Bros. 2]]
[[Category:New Super Mario Bros. U]]
[[Category:New Super Mario Bros. U]]
[[Category:New Super Mario Bros. Wii]]
[[Category:New Super Mario Bros. Wii]]

Please note that all contributions to the Super Mario Wiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see MarioWiki:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 meta categories: