Paah: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
(→‎Table of reactions: Changed rightmost column to use checkmarks instead of listing each game)
No edit summary
Line 1: Line 1:
{{conjecture}}
{{conjecture}}
Many musical tracks in the ''[[New Super Mario Bros. (disambiguation)|New Super Mario Bros.]]'' series incorporate {{wp|Diegetic music|diegetic}} sound effects that enemies and objects on-screen may briefly react to. These sounds mostly take the form of "bah" vocals.
[[File:KoopatroopaNSMBU.png|thumb|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. The main sample used is "'''Paah'''" from the Best Service Voice Spectral sample CD. As a result, the sounds and gameplay mechanics are commonly described as bahs, bahps, and similar names. There are other sound effects with the same effect and similar placement in the music.
 
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 64''===
===''Super Mario 64'' / ''Super Mario 64 DS''===
The song that plays immediately after entering a [[painting]] in ''[[Super Mario 64]]'' uses the "bah" sample to play the first six notes of the [[Ground Theme (Super Mario Bros.)#Super Mario 64|Ground Theme]] from ''[[Super Mario Bros.]]'' However, no entities react to these sounds, so their appearance has no effect on gameplay.
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]]''.


{{media table
{{media table
Line 13: Line 16:


===''New Super Mario Bros.''===
===''New Super Mario Bros.''===
''[[New Super Mario Bros.]]'' is the first game to have a function for the "bah" sound. In the [[Main Theme (New Super Mario Bros.)|main]], [[Underground Theme|underground]], athletic, desert, beach and lava themes a "bah" sound plays which some enemies and objects will react to in their respective levels. 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. It plays in the [[Main Theme (New Super Mario Bros.)|main]], [[Underground Theme|underground]], athletic, desert, beach and lava themes, which some enemies and objects will react to in their respective levels. A table summarizing entities' responses across different ''New Super Mario Bros.'' games can be found below.
 
In certain themes, the "Paah" vocals are replaced with other sounds with the same function. Some of the music uses a similar "'''Taaaa'''" sample from the same CD. The underwater theme uses an ascending cartoon xylophone glissando.


In certain level types, "bah" vocals are superseded by other sounds with the same function: in ''New Super Mario Bros.'', the underwater music uses a brief tinkling effect for the same purpose.
[[List of New Super Mario Bros. pre-release and unused content|Pre-release versions of ''New Super Mario Bros.'']] used an orchestra hit in place of the final game's vocal samples.


{{media table
{{media table
Line 42: Line 47:


===''New Super Mario Bros. Wii''===
===''New Super Mario Bros. Wii''===
While ''[[New Super Mario Bros. Wii]]'' uses new overworld, underground, and athletic themes, the "bah" sound reappears in these new versions, serving the same purpose. It also appears in the brand-new desert, beach, forest, snow, and lava overworld music, as well as the lava underground music. This game marks the start of enemies in [[tower]] levels reacting to the music, as the tower theme uses a percussive sound to the same effect as the "bah".
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 bahs. Each is at the start of a slow trill that plays on bass marimba and strings near the beginning of the loop.
 
Because ''[[Super Mario Run]]'' lacks the "bah" mechanic, music reused from ''New Super Mario Bros. Wii'' in that game, such as the desert theme, has had the vocal samples removed. This is untrue of other reuses of these themes.


{{media table
{{media table
Line 81: Line 90:


===''New Super Mario Bros. 2''===
===''New Super Mario Bros. 2''===
In ''[[New Super Mario Bros. 2]]'', the "bah" 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 tinkling sound also reappears in the underwater theme. Additionally, this game is the only game in the series to incorporate "bah" vocals in the music of [[Ghost House]], tower and [[castle]] levels.
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.


Accompanying the ground and athletic themes are additional "yah" sounds, 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 "bah"{{'}}s that were present originally.  
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.  


{{media table
{{media table
Line 104: Line 113:


===''New Super Mario Bros. U''===
===''New Super Mario Bros. U''===
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 tinkling 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.
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
Line 122: Line 131:


==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 a few of them can have a small effect on gameplay.
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"
Line 206: Line 215:
|-
|-
|[[Deep Cheep]]
|[[Deep Cheep]]
|rowspan=2 align=left|Twirls (only when passive).
|rowspan=2 align=left|Twirls (unless chasing).
|rowspan=2|
|rowspan=2|
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|[[File:Check_mark.svg|17px]]
Line 220: Line 229:
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|  
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|[[File:Check_mark.svg|17px]]
|rowspan=2|[[File:Check_mark.svg|17px]]
|-
|-
Line 249: Line 258:
|-
|-
|Flower
|Flower
|align=left|Swells up.
|align=left|Pulses in size.
|
|
|[[File:Check_mark.svg|17px]]
|[[File:Check_mark.svg|17px]]
Line 288: Line 297:
|
|
|-
|-
|align=left|Stops and does a short dance.
|align=left|Stops and does a short dance. When there are two bahs in short succession, it swings its arms to both sides in succession and lifts its foot less.
|
|
|[[File:Check_mark.svg|17px]]
|[[File:Check_mark.svg|17px]]
Line 334: Line 343:
|-
|-
|[[Spiny Cheep Cheep]]
|[[Spiny Cheep Cheep]]
|align=left|Twirls (only when passive).
|align=left|Twirls (unless chasing).
|
|
|[[File:Check_mark.svg|17px]]
|[[File:Check_mark.svg|17px]]
Line 360: Line 369:
|}
|}


==Notes==
===Notes===
{{footnote|note|a|Excluding the jumping variety}}
{{footnote|note|a|Excluding the jumping variety}}


Line 368: Line 377:
{{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]]

Revision as of 21:37, June 23, 2022

The title of this article is conjectural; an official name for the article's subject has not been found, so it has been given a fitting title by the editors. If an official name is found, then the article should be moved to its appropriate title.

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. 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 main sample used is "Paah" from the Best Service Voice Spectral sample CD. As a result, the sounds and gameplay mechanics are commonly described as bahs, bahps, and similar names. There are other sound effects with the same effect and similar placement in the music.

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.

History

Super Mario 64 / Super Mario 64 DS

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 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.

Audio.svg Game Start
File infoMedia:SM64 Game Start.oga
0:03
Help:MediaHaving trouble playing?

New Super Mario Bros.

New Super Mario Bros. is the first game to give the "Paah" sound a gameplay function. It plays in the main, underground, athletic, desert, beach and lava themes, which some enemies and objects will react to in their respective levels. A table summarizing entities' responses across different New Super Mario Bros. games can be found below.

In certain themes, the "Paah" vocals are replaced with other sounds with the same function. Some of the music uses a similar "Taaaa" sample from the same CD. The underwater theme uses an ascending cartoon xylophone glissando.

Pre-release versions of New Super Mario Bros. used an orchestra hit in place of the final game's vocal samples.

Audio.svg Main Theme
File infoMedia:NSMB Music Overworld Theme.oga
0:30
Audio.svg Underground Theme
File infoMedia:NSMB Music Underground Theme.oga
0:30
Audio.svg Athletic Theme
File infoMedia:NSMB Music Athletic Theme.oga
0:30
Audio.svg Underwater Theme
File infoMedia:NSMB Music Underwater Theme.oga
0:30
Audio.svg Desert Overworld
File infoMedia:NSMB Music Desert Overworld Theme.oga
0:30
Audio.svg Beach Overworld
File infoMedia:NSMB Music Beach Overworld Theme.oga
0:30
Audio.svg Lava Overworld
File infoMedia:NSMB Music Lava Overworld Theme.oga
0:30
Help:MediaHaving trouble playing?

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.

There are two points in the tower theme that act as bahs. Each is at the start of a slow trill that plays on bass marimba and strings near the beginning of the loop.

Because Super Mario Run lacks the "bah" mechanic, music reused from New Super Mario Bros. Wii in that game, such as the desert theme, has had the vocal samples removed. This is untrue of other reuses of these themes.

Audio.svg Overworld Theme
File infoMedia:OverworldNSMBW.oga
0:30
Audio.svg Underground Theme
File infoMedia:UndergroundNSMBW.oga
0:30
Audio.svg Tower Theme
File infoMedia:TowerNSMBW.oga
0:30
Audio.svg Underwater Theme
File infoMedia:UnderwaterNSMBW.oga
0:30
Audio.svg Athletic Theme
File infoMedia:AthleticNSMBW.oga
0:30
Audio.svg Desert Overworld Theme
File infoMedia:DesertNSMBW.oga
0:30
Audio.svg Snow Overworld Theme
File infoMedia:New Super Mario Bros Wii Snow Overworld.oga
0:30
Audio.svg Beach Overworld Theme
File infoMedia:BeachNSMBW.oga
0:30
Audio.svg Jungle Overworld Theme
File infoMedia:JungleNSMBW.oga
0:30
Audio.svg Lava Overworld Theme
File infoMedia:LavaOverworldNSMBW.oga
0:30
Audio.svg Lava Underground Theme
File infoMedia:LavaUndergroundNSMBW.oga
0:30
Help:MediaHaving trouble playing?

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 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.

Audio.svg Overworld Theme
File infoMedia:NSMB2 Ground Theme.oga
0:30
Audio.svg Athletic Theme
File infoMedia:New Super Mario Bros 2 Athletic Theme.oga
0:30
Audio.svg Ghost House Theme
File infoMedia:NSMB2 Ghost House.oga
0:30
Audio.svg Tower Theme
File infoMedia:New Super Mario Bros 2 Tower Theme.oga
0:30
Audio.svg Castle Theme
File infoMedia:New Super Mario Bros 2 Castle Theme.oga
0:30
Help:MediaHaving trouble playing?

New Super Mario Bros. U

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.

Audio.svg Ground Theme
File infoMedia:Overworld Theme New Super Mario Bros U.oga
0:30
Audio.svg Athletic Theme
File infoMedia:New Super Mario Bros U Athletic Theme.oga
0:30
Audio.svg Snow Theme
File infoMedia:NSMBU Snow Theme.oga
0:30
Help:MediaHaving trouble playing?

Super Mario Maker series

The 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.

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 Mario or Luigi are nearby or standing on top of it, the Blockhopper will move in the direction of them or in the direction that they are facing. Check mark.svg
Blooper Twirls. Check mark.svg Check mark.svg Check mark.svg
Bob-omb Performs a short hop. Check mark.svg
Bone Goomba Performs a short hop. Check mark.svg
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. Check mark.svg Check mark.svg
Buzzy Beetle Performs a short hop. Check mark.svg Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Big Buzzy Beetle Check mark.svg
Cheep Cheepa Twirls. Check mark.svg Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Big Cheep Cheep Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Deep Cheep Twirls (unless chasing). Check mark.svg Check mark.svg Check mark.svg
Big Deep Cheep
Dry Bones Rotates its head. Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Big Dry Bones
Eep Cheep Twirls. Check mark.svg Check mark.svg Check mark.svg
Big Eep Cheep Check mark.svg
Fish Bone Twirls. Check mark.svg Check mark.svg Check mark.svg
Flower Pulses in size. Check mark.svg Check mark.svg Check mark.svg
Goomba Performs a short hop. Check mark.svg Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Jellybeam Glows a little brighter. Check mark.svg
Koopa Paratroopa Does a short dance. Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Koopa Troopa Turns towards the camera. Check mark.svg
Stops and does a short dance. When there are two bahs in short succession, it swings its arms to both sides in succession and lifts its foot less. Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Lakitu's Cloud Swells up. Check mark.svg
Mouths to the "bah" vocals. Check mark.svg Check mark.svg
Pokey Turns its segments into orange-like fruit, enabling Yoshi or a Baby Yoshi to eat the Pokey in its entirety, with the former laying an egg with items inside after doing so. Check mark.svg Check mark.svg Check mark.svg
Spiny Hops and changes direction. Check mark.svg
Performs a short hop. Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Spiny Cheep Cheep Twirls (unless chasing). Check mark.svg Check mark.svg Check mark.svg
Urchin Blows bubbles out of its mouth. Check mark.svg Check mark.svg Check mark.svg
Big Urchin
Yoshi Turns his head towards the camera (only when unmounted). Check mark.svg Check mark.svg Check mark.svg

Notes

a - Excluding the jumping variety