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[[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 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>{{cite|date=2023, October 18|url=nintendo.com/us/whatsnew/ask-the-developer-vol-11-super-mario-bros-wonder-part-3|title=Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 3|publisher=Nintendo.com|language=American English, translated from Japanese|accessdate=October 18, 2023|archive=web.archive.org/web/20231018130354/https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-11-super-mario-bros-wonder-part-3/}}</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]]. | |||
==Sampled sounds== | |||
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>{{cite|author=Best Service|date=1993|url=www.youtube.com/watch?v=VWCEgbkTJTY&t=1745|title=Tracks 50 and 52 in "Best Service Voice Spectral Volume 1"|timestamp=29:05|publisher=YouTube|accessdate=June 24, 2022}}</ref> Other samples have been used for the same purpose: Underwater stages from ''[[New Super Mario Bros.]]'' use a bell sample from the Series 4000 Hollywood Sound Effects Library.<ref>{{cite|url=soundideas.sourceaudio.com/track/7627991|title="CartoonBell 4001_58_2", Series 4000 Hollywood Sound Effects Library|publisher=Sound Ideas|accessdate=June 24, 2022|website=sourceaudio.com}}</ref> [[Castle]] stages from ''[[New Super Mario Bros. Wii]]'' and ''[[New Super Mario Bros. U]]'' use a cymbal sample from the Orchestral Kit section of EXS24, a sample plugin for the digital audio workstation {{wp|Logic Pro}},<ref>{{file link|NSMBW Castle Cymbal.mp3}}</ref> while [[tower]] stages from these games use a short melodic trill in place of a distinct sample. | |||
{{media table | {{media table | ||
|file1=Sample Bah Paah.wav | |file1=Sample Bah Paah.wav | ||
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|length1=0:22 | |length1=0:22 | ||
|file2=Sample Bah Taaa.wav | |file2=Sample Bah Taaa.wav | ||
|title2=" | |title2="Taaaa" sample | ||
|length2=0:18 | |length2=0:18 | ||
|file3=Sample Bah Bell.wav | |file3=Sample Bah Bell.wav | ||
|title3="Cartoon Bell" sample | |title3="Cartoon Bell" sample | ||
|length3=0:04 | |length3=0:04 | ||
|file4=NSMBW Castle Cymbal.mp3 | |||
|title4="Orchestral Kit" sample | |||
|length4=0:11 | |||
|file5=NSMBW Tower Paah.mp3 | |||
|title5="Tower Theme" trill | |||
|length5=0:02 | |||
}} | }} | ||
==History== | ==History== | ||
===''Super Mario 64'' / ''Super Mario 64 DS''=== | ===''Super Mario'' series=== | ||
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 | ====''Super Mario 64'' / ''Super Mario 64 DS'' / ''Super Mario Odyssey''==== | ||
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 BGM (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 | ||
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}} | }} | ||
===''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 | ||
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}} | }} | ||
===''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. | 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. | ||
There are two points in the [[tower]] theme that act as " | 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. | ||
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>{{cite|author=RoadrunnerWMC|date=October 26, 2022|url=youtu.be/fDMZP4mroo0|title=<nowiki>[TCRF]</nowiki> NSMBW World 9 Music Animation Events|publisher=YouTube|accessdate=January 4, 2023}}</ref> | |||
{{media table | {{media table | ||
|file1=OverworldNSMBW.oga | |file1=OverworldNSMBW.oga | ||
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|length6=0:30 | |length6=0:30 | ||
|file7=DesertNSMBW.oga | |file7=DesertNSMBW.oga | ||
|title7=Desert | |title7=Desert Theme | ||
|length7=0:30 | |length7=0:30 | ||
|file8=New Super Mario Bros Wii Snow Overworld.oga | |file8=New Super Mario Bros Wii Snow Overworld.oga | ||
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}} | }} | ||
===''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 " | 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. | ||
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 | ||
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|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 Mario Bros. U'' / ''New Super Luigi U'' / ''New Super Mario Bros. U Deluxe''==== | ||
In ''[[New Super Mario Bros. U]]'' and | 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. | ||
{{media table | {{media table | ||
|file1=Overworld Theme New Super Mario Bros U.oga | |file1=Overworld Theme New Super Mario Bros U.oga | ||
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}} | }} | ||
===''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. | |||
===''Super Mario | ===''New Super Mario Bros. Wii Coin World''=== | ||
''[[New Super Mario Bros. Wii Coin World]]'' arranges several ''New Super Mario Bros.'' and ''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>{{cite|author=LETS - A - GO 64|date=December 12, 2022|url=youtu.be/1adOkmJryJg?t=11|title=The Super Mario Bros. Movie - McDonald's Commercial ad|timestamp=0:11|publisher=YouTube|accessdate=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 | ||
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|[[Bone Goomba]] | |[[Bone Goomba]] | ||
|align=left|Performs a short hop. | |align=left|Performs a short hop. | ||
| | | | ||
| | | | ||
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| | | | ||
|- | |- | ||
|[[Cheep Cheep]] | |[[Cheep Cheep]]<ref group=r>Excluding the jumping variety</ref> | ||
|rowspan=2 align=left|Twirls. | |rowspan=2 align=left|Twirls. | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
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|- | |- | ||
|[[Cooligan]] | |[[Cooligan]] | ||
|align=left|Performs a small hop while flapping | |align=left|Performs a small hop while flapping its wings. If its sunglasses are knocked off, its hop is even shorter. | ||
| | | | ||
| | | | ||
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|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|- | |- | ||
|align=left|Stops and does a short dance. When there are two | |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. | ||
| | | | ||
| | | | ||
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| | | | ||
|- | |- | ||
|rowspan=2|[[Big Dry Bones]] | |rowspan=2|[[Mega Dry Bones|Big Dry Bones]] | ||
|align=left|Rotates its head. | |align=left|Rotates its head. | ||
| | | | ||
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|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|- | |- | ||
|align=left|Stops and does a short dance. When there are two | |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. | ||
| | | | ||
| | | | ||
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|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|- | |- | ||
|[[Flower ( | |[[Flower (environmental object)|Flower]]<ref group=r>In ''[[Super Mario 3D World]]'', plants that can bear [[coin]]s also dance to the background music.</ref> | ||
|align=left|Pulsates. | |align=left|Pulsates. | ||
| | | | ||
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|[[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. | |||
| | | | ||
| | | | ||
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|- | |- | ||
|[[Koopa Paratroopa]] | |[[Koopa Paratroopa]] | ||
|align=left|Does a short dance. When there are two | |align=left|Does a short dance. When there are two vocals in short succession, it swings its opposing limbs on the second "Paah". | ||
| | | | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
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| | | | ||
|- | |- | ||
|align=left|Stops and does a short dance while facing the camera. When there are two | |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. | ||
| | | | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
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|- | |- | ||
|[[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 | |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. | ||
| | | | ||
| | | | ||
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| | | | ||
|- | |- | ||
|align=left|Mouths to the " | |align=left|Mouths to the "Paah" vocals. | ||
| | | | ||
| | | | ||
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|- | |- | ||
|[[Pokey]] | |[[Pokey]] | ||
|align=left|Turns its segments into orange-like fruit, enabling [[Yoshi]] or | |align=left|Turns its segments into orange-like fruit, enabling a [[Yoshi (species)|Yoshi]] or [[Baby Yoshi]] to eat the Pokey in its entirety, with the former laying an [[Yoshi's Egg|egg]] with items inside after doing so. | ||
| | | | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
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|[[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]] | ||
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| | | | ||
| | | | ||
| | |[[File:Check mark.svg|17px]] | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|- | |- | ||
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|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|- | |- | ||
|[[Yoshi]] | |[[Yoshi (species)|Yoshi]] | ||
|align=left| | |align=left|Mouths to the "Paah" vocals and turns its head towards the camera (only when unmounted). | ||
| | | | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
| | |||
|[[File:Check mark.svg|17px]] | |||
|[[File:Check mark.svg|17px]] | |||
|- | |||
|[[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). | |||
| | |||
| | |||
| | | | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|[[File:Check mark.svg|17px]] | |[[File:Check mark.svg|17px]] | ||
|} | |} | ||
===Footnotes=== | |||
<references group=r/> | |||
== | ==Names in other languages== | ||
{{ | {{foreign names | ||
{{ | |Jpn=「ワッワー」というコーラスのような音 | ||
|JpnR="wawwā" to iu kōrasu no yōna oto | |||
|JpnM=a sound like a chorus of "wah-wah" | |||
|JpnC=<ref>{{cite|title=''[[The 30th Anniversary Super Mario Bros. Music]]'' booklet|page={{file link|SMB-30th Anniversary Booklet Pages 11-12.jpeg|13}}}}</ref> | |||
}} | |||
==See also== | ==See also== | ||
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{{NSMBU}} | {{NSMBU}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[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]] |
Latest revision as of 09:38, July 5, 2025
Many musical tracks in the 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 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.[1]
As it could otherwise be assumed that the in-game characters do not hear the background music, their reaction to these sound effects may be considered to break the fourth wall.
Sampled sounds
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.[2] Other samples have been used for the same purpose: Underwater stages from New Super Mario Bros. use a bell sample from the Series 4000 Hollywood Sound Effects Library.[3] Castle stages from New Super Mario Bros. Wii and New Super Mario Bros. U use a cymbal sample from the Orchestral Kit section of EXS24, a sample plugin for the digital audio workstation Logic Pro,[4] while tower stages from these games use a short melodic trill in place of a distinct sample.
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History
Super Mario series
Super Mario 64 / Super Mario 64 DS / Super Mario Odyssey
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 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.
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New Super Mario Bros.
New Super Mario Bros. is the first game to give the "Paah" sound a gameplay function. In the main, 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. Pre-release versions of New Super Mario Bros. used an orchestral hit in place of the final game's vocal samples.
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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.
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.
On the World Map, entities such as Koopalings and Enemy Courses also hop in response to certain parts of the music. While the World 9 music has the proper data, it goes unused as nothing in the world animates based on this.[5]
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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.
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.
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New Super Mario Bros. U / New Super Luigi U / New Super Mario Bros. U Deluxe
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.
Super Mario Maker series
In the 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.
New Super Mario Bros. Wii Coin World
New Super Mario Bros. Wii Coin World arranges several New Super Mario Bros. and New Super Mario Bros. Wii themes that include the vocal sound effect. The sample used is different.
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 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.[6]
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.
Enemy/character/object | Reaction | Game(s) where this applies | ||||
---|---|---|---|---|---|---|
New Super Mario Bros. | New Super Mario Bros. Wii | New Super Mario Bros. 2 | New Super Mario Bros. U | New Super Luigi U | ||
Blockhopper | Performs a short hop if the player is far away. If the player is nearby, the Blockhopper will bounce wildly in their direction; if they are standing on top of it, it will bounce in the direction that they are facing. | |||||
Blooper | Twirls. | |||||
Blooper Baby | Twirls (only when following a Blooper Nanny). | |||||
Blooper Nanny | Twirls. | |||||
Blue Shell | Performs a short hop. | |||||
Bob-omb | Performs a short hop. | |||||
Bone Goomba | Performs a short hop. | |||||
Bramball | Turns its head into an orange-like fruit. When hit from underneath in this state, Bramball will drop several coins instead of just one. | |||||
Bulber | Briefly opens its mouth. | |||||
Bullet Bill | Twirls. | |||||
Buzzy Beetle | Performs a short hop. | |||||
Big Buzzy Beetle | ||||||
Cheep Cheep[r 1] | Twirls. | |||||
Big Cheep Cheep | ||||||
Cooligan | Performs a small hop while flapping its wings. If its sunglasses are knocked off, its hop is even shorter. | |||||
Deep Cheep | Twirls (unless chasing). | |||||
Big Deep Cheep | ||||||
Dragoneel | Twirls. | |||||
Dry Bones | Rotates its head. | |||||
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. | ||||||
Big Dry Bones | Rotates its head. | |||||
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. | ||||||
Eep Cheep | Twirls. | |||||
Big Eep Cheep | ||||||
Fish Bone | Twirls. | |||||
Flower[r 2] | Pulsates. | |||||
Flower items (Fire Flower/Ice Flower/Gold Flower) |
Performs a short hop. | |||||
Goomba | Performs a short hop. | |||||
Hefty Goomba | ||||||
Big Goomba | ||||||
Goombrat | Flaps its leaves. | |||||
Prickly Goomba | Peeks out of its chestnut shell. | |||||
Jellybeam | Glows a little brighter. | |||||
Koopa Paratroopa | Does a short dance. When there are two vocals in short succession, it swings its opposing limbs on the second "Paah". | |||||
Koopa Troopa | Turns towards the camera. | |||||
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. | ||||||
Big Koopa Troopa | 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. | |||||
Lakitu's Cloud | Swells up. | |||||
Mouths to the "Paah" vocals. | ||||||
Mushroom items (Super Mushroom/1-Up Mushroom/Mini Mushroom/Gold Mushroom) |
Performs a short hop. | |||||
Penguin Suit | Performs a short hop. | |||||
Pokey | Turns its segments into orange-like fruit, enabling a Yoshi or Baby Yoshi to eat the Pokey in its entirety, with the former laying an egg with items inside after doing so. | |||||
Segmented platform | Eyes glow. | |||||
Spiny | Hops and changes direction. | |||||
Performs a short hop. | ||||||
Spiny Cheep Cheep | Twirls (unless chasing). | |||||
Super Acorn/P-Acorn | Performs a short hop. | |||||
Torpedo Ted | Twirls. | |||||
Urchin | Blows bubbles out of its mouth. | |||||
Big Urchin | ||||||
Waddlewing | Rolls (when on the ground) or flips forward (when flying). | |||||
Yoshi | Mouths to the "Paah" vocals and turns its head towards the camera (only when unmounted). | |||||
Baby Yoshi | Mouths to the "Paah" vocals and, like with the regular Koopa Troopa, stops and does a short dance (only when not held). |
Footnotes
- ^ Excluding the jumping variety
- ^ In Super Mario 3D World, plants that can bear coins also dance to the background music.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | 「ワッワー」というコーラスのような音[7] "wawwā" to iu kōrasu no yōna oto |
a sound like a chorus of "wah-wah" |
See also
References
- ^ 2023, October 18. Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 3. Nintendo.com (American English, translated from Japanese). Retrieved October 18, 2023. (Archived October 18, 2023, 13:03:54 UTC via Wayback Machine.)
- ^ Best Service (1993). Tracks 50 and 52 in "Best Service Voice Spectral Volume 1" (29:05). YouTube. Retrieved June 24, 2022.
- ^ "CartoonBell 4001_58_2", Series 4000 Hollywood Sound Effects Library. Sound Ideas. Retrieved June 24, 2022 from sourceaudio.com.
- ^ File:NSMBW Castle Cymbal.mp3
- ^ RoadrunnerWMC (October 26, 2022). [TCRF] NSMBW World 9 Music Animation Events. YouTube. Retrieved January 4, 2023.
- ^ LETS - A - GO 64 (December 12, 2022). The Super Mario Bros. Movie - McDonald's Commercial ad (0:11). YouTube. Retrieved December 13, 2022.
- ^ The 30th Anniversary Super Mario Bros. Music booklet. Page 13 .
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