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{{conjecture}}
{{more media|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'')}}
[[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 [[Nintendo]] 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>
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>
 
{{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="Taaa" sample
|title2="Taaaa" sample
|length2=0:18
|length2=0:18
|file3=Sample Bah Bell.wav
|file3=Sample Bah Bell.wav
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|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 [[Fourth wall|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 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 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]]''.
====''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 (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 "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.
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>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
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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 "bah" 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 "Paah" 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
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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 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.
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====
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.
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.
 
===''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
}}


===''Super Mario Run''===
===''The Super Mario Bros. Movie''===
Because ''[[Super Mario Run]]'' lacks the gameplay mechanic associated with the "bah" sound, music reused from ''New Super Mario Bros. Wii'' does not contain any vocal samples. This is untrue of other reuses of these themes.
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
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|-
|-
|[[Blockhopper]]
|[[Blockhopper]]
|align=left|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.
|align=left|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.
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|
|
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|
|
|-
|-
|[[Bone Yogan Lift]]
|[[Bramball]]
|align=left|Eyes glow.
|align=left|Turns its head into an orange-like fruit. When hit from underneath in this state, Bramball will drop several coins instead of just one.
|
|
|
|
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|
|[[File:Check mark.svg|17px]]
|
|-
|-
|[[Bramball]]
|[[Bulber]]
|align=left|Turns its head into an orange-like fruit. When hit from underneath in this state, Bramball will drop several coins instead of just one.
|align=left|Briefly opens its mouth.
|
|
|
|
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|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|[[Coin Flower]]{{footnote|main|b}}
|align=left|Pulsates.
|
|[[File:Check mark.svg|17px]]
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|-
|[[Cooligan]]
|[[Cooligan]]
|align=left|Performs a small hop while flapping their wings. If their sunglasses are knocked off, their hop is even shorter.
|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 bahs 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 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]]
|-
|-
|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.
|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]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|-
|[[Flower (environmental object)|Flower]]{{footnote|main|b}}
|align=left|Pulsates.
|
|[[File:Check mark.svg|17px]]
|
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
|[[File:Check mark.svg|17px]]
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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.
|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. When there are two bahs 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 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; when there are two bahs 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 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 "bah" vocals.
|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 a [[Baby Yoshi]] to eat the Pokey in its entirety, with the former laying an [[Yoshi's Egg|egg]] with items inside after doing so.
|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]]
|-
|-
|[[Yoshi]]
|[[Yoshi (species)|Yoshi]]
|align=left|Turns his head towards the camera (only when unmounted).
|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]]
|}
|}
===Notes===
===Notes===
{{footnote|note|a|Excluding the jumping variety}}
{{footnote|note|a|Excluding the jumping variety}}
{{footnote|note|b|Plants that can bear [[coin]]s in ''[[Super Mario 3D World]]'' also dance to the background music.}}
{{footnote|note|b|In ''[[Super Mario 3D World]]'', plants that can bear [[coin]]s also dance to the background music.}}
 
==Names in other languages==
{{foreign names
|Jap=「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>
|JapR="wawwā" to iu kōrasu no yōna oto
|JapM=a sound like a chorus of "wah-wah"
}}


==See also==
==See also==
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{{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]]

Latest revision as of 12:04, April 28, 2024

Soundx.png It has been suggested that audio and/or video file(s) related to this article be uploaded. Reason: 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)
Please upload all related music, sound effects, voice clips, or any videos for this section. See the help page for information on how to get started.
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 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.[1] An additional bell sample from the Series 4000 Hollywood Sound Effects Library was used in underwater stages for the same purpose.[2]

Audio.svg "Paah" sample
File infoMedia:Sample Bah Paah.wav
0:22
Audio.svg "Taaaa" sample
File infoMedia:Sample Bah Taaa.wav
0:18
Audio.svg "Cartoon Bell" sample
File infoMedia:Sample Bah Bell.wav
0:04
Help:MediaHaving trouble playing?

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.[3]

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[edit]

Super Mario series[edit]

Super Mario 64 / Super Mario 64 DS / Super Mario Odyssey[edit]

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.

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

New Super Mario Bros.[edit]

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.

Audio.svg Main Theme
File infoMedia:NSMB Music Overworld Theme.oga
0:30
Audio.svg Athletic Theme
File infoMedia:NSMB Music Athletic Theme.oga
0:30
Audio.svg Underground Theme
File infoMedia:NSMB Music Underground Theme.oga
0:30
Audio.svg Underwater Theme
File infoMedia:NSMB Music Underwater Theme.oga
0:30
Audio.svg Desert Overworld Theme
File infoMedia:NSMB Music Desert Overworld Theme.oga
0:30
Audio.svg Beach Overworld Theme
File infoMedia:NSMB Music Beach Overworld Theme.oga
0:30
Audio.svg Lava Overworld Theme
File infoMedia:NSMB Music Lava Overworld Theme.oga
0:30
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New Super Mario Bros. Wii[edit]

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.[4]

Audio.svg Overworld Theme
File infoMedia:OverworldNSMBW.oga
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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 Castle Theme
File infoMedia:CastleNSMBW.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
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Audio.svg Lava Overworld Theme
File infoMedia:LavaOverworldNSMBW.oga
0:30
Audio.svg Lava Underground Theme
File infoMedia:LavaUndergroundNSMBW.oga
0:30
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New Super Mario Bros. 2[edit]

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.

Audio.svg Overworld Theme
File infoMedia:NSMB2 Ground Theme.oga
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Audio.svg Athletic Theme
File infoMedia:New Super Mario Bros 2 Athletic Theme.oga
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Audio.svg Ghost House Theme
File infoMedia:NSMB2 Ghost House.oga
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Audio.svg Tower Theme
File infoMedia:New Super Mario Bros 2 Tower Theme.oga
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Audio.svg Castle Theme
File infoMedia:New Super Mario Bros 2 Castle Theme.oga
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Audio.svg "Lah" sample
File infoMedia:NSMB2 Lah Sample.wav
0:08
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New Super Mario Bros. U / New Super Luigi U / New Super Mario Bros. U Deluxe[edit]

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.

Audio.svg Ground Theme
File infoMedia:Overworld Theme New Super Mario Bros U.oga
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Audio.svg Athletic Theme
File infoMedia:New Super Mario Bros U Athletic Theme.oga
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Audio.svg Snow Theme
File infoMedia:NSMBU Snow Theme.oga
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Super Mario Maker series[edit]

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[edit]

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.

Audio.svg Grass Overworld
File infoMedia:Grass Overworld NSMBW Coin World.oga
Audio.svg Desert Overworld
File infoMedia:Desert Overworld NSMBW Coin World.oga
Audio.svg Beach Overworld
File infoMedia:Beach Overworld NSMBW Coin World.oga
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The Super Mario Bros. Movie[edit]

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.[5]

Table of reactions[edit]

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. Check mark.svg
Blooper Twirls. Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Blooper Baby Twirls (only when following a Blooper Nanny). Check mark.svg Check mark.svg Check mark.svg
Blooper Nanny Twirls. Check mark.svg Check mark.svg Check mark.svg
Blue Shell Performs a short hop. 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
Bulber Briefly opens its mouth. Check mark.svg Check mark.svg
Bullet Bill Twirls. Check mark.svg 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
Cooligan Performs a small hop while flapping its wings. If its sunglasses are knocked off, its hop is even shorter. Check mark.svg Check mark.svg
Deep Cheep Twirls (unless chasing). Check mark.svg Check mark.svg Check mark.svg
Big Deep Cheep
Dragoneel Twirls. Check mark.svg Check mark.svg
Dry Bones Rotates its head. Check mark.svg Check mark.svg Check mark.svg
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. Check mark.svg
Big Dry Bones Rotates its head. Check mark.svg Check mark.svg Check mark.svg
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. Check mark.svg
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
Flowerb Pulsates. Check mark.svg Check mark.svg Check mark.svg
Flower items
(Fire Flower/Ice Flower/Gold Flower)
Performs a short hop. Check mark.svg Check mark.svg 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
Hefty Goomba Check mark.svg Check mark.svg
Big Goomba
Goombrat Flaps its leaves. Check mark.svg Check mark.svg
Prickly Goomba Peeks out of its chestnut shell. Check mark.svg Check mark.svg
Jellybeam Glows a little brighter. Check mark.svg Check mark.svg
Koopa Paratroopa Does a short dance. When there are two vocals in short succession, it swings its opposing limbs on the second "Paah". 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 while facing the camera. When there are two vocals in short succession, it swings its arms to both sides and lifts its foot lower. Check mark.svg Check mark.svg Check mark.svg Check mark.svg
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. Check mark.svg Check mark.svg
Lakitu's Cloud Swells up. Check mark.svg
Mouths to the "Paah" vocals. Check mark.svg Check mark.svg
Mushroom items
(Super Mushroom/1-Up Mushroom/Mini Mushroom/Gold Mushroom)
Performs a short hop. Check mark.svg Check mark.svg Check mark.svg Check mark.svg Check mark.svg
Penguin Suit Performs a short hop. Check mark.svg Check mark.svg Check mark.svg
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. Check mark.svg Check mark.svg Check mark.svg
Segmented platform Eyes glow. 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
Super Acorn/P-Acorn Performs a short hop. Check mark.svg
Torpedo Ted Twirls. Check mark.svg Check mark.svg
Urchin Blows bubbles out of its mouth. Check mark.svg Check mark.svg Check mark.svg
Big Urchin
Waddlewing Rolls (when on the ground) or flips forward (when flying). Check mark.svg Check mark.svg
Yoshi Mouths to the "Paah" vocals and turns its head towards the camera (only when unmounted). Check mark.svg Check mark.svg Check mark.svg
Baby Yoshi Mouths to the "Paah" vocals and, like with the regular Koopa Troopa, stops and does a short dance (only when not held). Check mark.svg Check mark.svg

Notes[edit]

a - Excluding the jumping variety
b - In Super Mario 3D World, plants that can bear coins also dance to the background music.

Names in other languages[edit]

Language Name Meaning
Japanese 「ワッワー」というコーラスのような音[6]
"wawwā" to iu kōrasu no yōna oto
a sound like a chorus of "wah-wah"

See also[edit]

References[edit]

  1. ^ Best Service (1993). "Best Service Voice Spectral Volume 1". Tracks 50 and 52.
  2. ^ SourceAudio. "CartoonBell 4001_58_2". Series 4000 Hollywood Sound Effects Library.
  3. ^ Nintendo. (2023, October 18). "Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 3 - News - Nintendo Official Site". Nintendo.com.
  4. ^ RoadrunnerWMC. (October 26, 2022). [TCRF] NSMBW World 9 Music Animation Events. YouTube. Retrieved January 4, 2023.
  5. ^ LETS - A - GO 64 (December 12, 2022). The Super Mario Bros. Movie - McDonald's Commercial ad. YouTube. Retrieved December 13, 2022.
  6. ^ The 30th Anniversary Super Mario Bros. Music booklet, pages 11–12