https://nookipedia.com/w/index.php?title=Animalese&feed=atom&action=historyAnimalese - Revision history2024-03-29T05:25:12ZRevision history for this page on the wikiMediaWiki 1.35.5https://nookipedia.com/w/index.php?title=Animalese&diff=1049016&oldid=prevPanchamBro: Text replacement - "{{language}}" to "{{Navbox Animal Language}}"2022-12-19T18:04:49Z<p>Text replacement - "{{language}}" to "{{Navbox Animal Language}}"</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 18:04, December 19, 2022</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l19" >Line 19:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>{{<del class="diffchange diffchange-inline">language</del>}}</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>{{<ins class="diffchange diffchange-inline">Navbox Animal Language</ins>}}</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Languages]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Languages]]</div></td></tr>
</table>PanchamBrohttps://nookipedia.com/w/index.php?title=Animalese&diff=919908&oldid=prevPanchamBro at 23:11, September 30, 20222022-09-30T23:11:35Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 23:11, September 30, 2022</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l7" >Line 7:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}}, it is spoken very quickly, while in {{WW}} and {{CF}}, it is spoken slightly more slowly.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}}, it is spoken very quickly, while in {{WW}} and {{CF}}, it is spoken slightly more slowly.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The international releases of {{PG|nolink}} reprogrammed the voice synthesizer based around the intricacies of Western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and <del class="diffchange diffchange-inline">the Japanese version of </del>{{<del class="diffchange diffchange-inline">PG|nolink</del>}}, a change that is reverted from {{WW|short|nolink}} onwards. Most later titles use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. </div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The international releases of {{PG|nolink}} reprogrammed the voice synthesizer based around the intricacies of Western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and {{<ins class="diffchange diffchange-inline">DnM+</ins>}}, a change that is reverted from {{WW|short|nolink}} onwards. Most later titles use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td></tr>
</table>PanchamBrohttps://nookipedia.com/w/index.php?title=Animalese&diff=808965&oldid=prevStrawberryChan at 00:32, May 26, 20222022-05-26T00:32:11Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 00:32, May 26, 2022</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l11" >Line 11:</td>
<td colspan="2" class="diff-lineno">Line 11:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Prior to {{NL}}, cranky [[villagers]] were the only villager personality type to have a unique pitch, having a deep, gravelly pitch. [[Lazy]] and [[<del class="diffchange diffchange-inline">Jock</del>]] villagers shared the same pitch, as well as all female personality types. Starting with {{NL|short|nolink}}, all personality types have their own distinct pitches. Peppy and <del class="diffchange diffchange-inline">Jock </del>villagers now have a higher pitch than <del class="diffchange diffchange-inline">Normal </del>and <del class="diffchange diffchange-inline">Lazy </del>villagers respectively, whereas <del class="diffchange diffchange-inline">Snooty </del>villagers now have a lower pitch than <del class="diffchange diffchange-inline">Normal </del>villagers. Big sister and <del class="diffchange diffchange-inline">Smug </del>additionally have their own unique pitches as well, being lower than <del class="diffchange diffchange-inline">Normal </del>and <del class="diffchange diffchange-inline">Lazy </del>villagers, but higher than <del class="diffchange diffchange-inline">Snooty </del>and <del class="diffchange diffchange-inline">Cranky </del>villagers, respectively.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Prior to {{NL}}, <ins class="diffchange diffchange-inline">[[</ins>cranky<ins class="diffchange diffchange-inline">]] </ins>[[villagers]] were the only villager personality type to have a unique pitch, having a deep, gravelly pitch. [[Lazy]] and [[<ins class="diffchange diffchange-inline">jock</ins>]] villagers shared the same pitch, as well as all female personality types. Starting with {{NL|short|nolink}}, all personality types have their own distinct pitches. <ins class="diffchange diffchange-inline">[[</ins>Peppy<ins class="diffchange diffchange-inline">]] </ins>and <ins class="diffchange diffchange-inline">jock </ins>villagers now have a higher pitch than <ins class="diffchange diffchange-inline">[[normal]] </ins>and <ins class="diffchange diffchange-inline">[[lazy]] </ins>villagers respectively, whereas <ins class="diffchange diffchange-inline">[[snooty]] </ins>villagers now have a lower pitch than <ins class="diffchange diffchange-inline">normal </ins>villagers. <ins class="diffchange diffchange-inline">[[</ins>Big sister<ins class="diffchange diffchange-inline">]] </ins>and <ins class="diffchange diffchange-inline">[[smug]] </ins>additionally have their own unique pitches as well, being lower than <ins class="diffchange diffchange-inline">normal </ins>and <ins class="diffchange diffchange-inline">lazy </ins>villagers, but higher than <ins class="diffchange diffchange-inline">snooty </ins>and <ins class="diffchange diffchange-inline">cranky </ins>villagers, respectively.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>In {{PC}} and {{NH}}, Animalese works differently than in most previous games, reinstating the international release of {{PG|nolink}}'s method of refitting the synthesizer for different languages, allowing for clearer, more intelligible pronunciation. In addition, the species of a villager will slightly alter the pitch of their voice, which appears to be linked to the species' body size. For example, [[Dora]] (a [[mouse]]) has a higher pitch than [[Chevre]] (a [[goat]]), and [[Margie]] (an [[elephant]]) has a lower pitch than either, despite all three being <del class="diffchange diffchange-inline">[[</del>normal<del class="diffchange diffchange-inline">]] </del>villagers.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>In {{PC}} and {{NH}}, Animalese works differently than in most previous games, reinstating the international release of {{PG|nolink}}'s method of refitting the synthesizer for different languages, allowing for clearer, more intelligible pronunciation. In addition, the species of a villager will slightly alter the pitch of their voice, which appears to be linked to the species' body size. For example, [[Dora]] (a [[mouse]]) has a higher pitch than [[Chevre]] (a [[goat]]), and [[Margie]] (an [[elephant]]) has a lower pitch than either, despite all three being normal villagers.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[K.K. Slider]] and [[Kapp'n]] sing songs in their own variants of Animalese. While Kapp'n sounds very close to standard Animalese when singing, K.K.'s speech is entirely unique. It consists of the syllables "nah", "me", "oh", "now", and "queh", as well as howling, clicking, humming, and whistling. These variants of Animalese can also be heard on the airchecks for "[[Marine Song 2001]]" and "[[K.K. Robot Synth]]".</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[K.K. Slider]] and [[Kapp'n]] sing songs in their own variants of Animalese. While Kapp'n sounds very close to standard Animalese when singing, K.K.'s speech is entirely unique. It consists of the syllables "nah", "me", "oh", "now", and "queh", as well as howling, clicking, humming, and whistling. These variants of Animalese can also be heard on the airchecks for "[[Marine Song 2001]]" and "[[K.K. Robot Synth]]".</div></td></tr>
</table>StrawberryChanhttps://nookipedia.com/w/index.php?title=Animalese&diff=693960&oldid=prevStrawberryChan at 22:30, December 6, 20212021-12-06T22:30:30Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:30, December 6, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l15" >Line 15:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In {{PC}} and {{NH}}, Animalese works differently than in most previous games, reinstating the international release of {{PG|nolink}}'s method of refitting the synthesizer for different languages, allowing for clearer, more intelligible pronunciation. In addition, the species of a villager will slightly alter the pitch of their voice, which appears to be linked to the species' body size. For example, [[Dora]] (a [[mouse]]) has a higher pitch than [[Chevre]] (a [[goat]]), and [[Margie]] (an [[elephant]]) has a lower pitch than either, despite all three being [[normal]] villagers.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In {{PC}} and {{NH}}, Animalese works differently than in most previous games, reinstating the international release of {{PG|nolink}}'s method of refitting the synthesizer for different languages, allowing for clearer, more intelligible pronunciation. In addition, the species of a villager will slightly alter the pitch of their voice, which appears to be linked to the species' body size. For example, [[Dora]] (a [[mouse]]) has a higher pitch than [[Chevre]] (a [[goat]]), and [[Margie]] (an [[elephant]]) has a lower pitch than either, despite all three being [[normal]] villagers.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[K.K. Slider]] and [[Kapp'n]] sing songs in their own variants of Animalese. While Kapp'n sounds very close to standard Animalese when singing, K.K.'s speech is entirely unique. It consists of the syllables "nah", "me", "oh", "<del class="diffchange diffchange-inline">way</del>", and "queh", as well as howling, clicking, humming, and whistling. These variants of Animalese can also be heard on the airchecks for "[[Marine Song 2001]]" and "[[K.K. Robot Synth]]".</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[K.K. Slider]] and [[Kapp'n]] sing songs in their own variants of Animalese. While Kapp'n sounds very close to standard Animalese when singing, K.K.'s speech is entirely unique. It consists of the syllables "nah", "me", "oh", "<ins class="diffchange diffchange-inline">now</ins>", and "queh", as well as howling, clicking, humming, and whistling. These variants of Animalese can also be heard on the airchecks for "[[Marine Song 2001]]" and "[[K.K. Robot Synth]]".</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td></tr>
</table>StrawberryChanhttps://nookipedia.com/w/index.php?title=Animalese&diff=693959&oldid=prevStrawberryChan at 22:27, December 6, 20212021-12-06T22:27:00Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:27, December 6, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter in the language being played in, leading to mispronunciation of some words. (For instance, "Animal Crossing" in English would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".) In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is <del class="diffchange diffchange-inline">mostly </del>unintelligible, recurring phrases can be discerned such as villager catchphrases and laughter. When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]].</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter in the language being played in, leading to mispronunciation of some words. (For instance, "Animal Crossing" in English would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".) In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>While much of Animalese is unintelligible, recurring phrases can be discerned<ins class="diffchange diffchange-inline">, </ins>such as villager catchphrases and laughter. When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. In addition, a villager's mood can affect their voice; happy villagers will speak in a higher pitch, while sad or angry villagers will have a lower one.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. In addition, a villager's mood can affect their voice; happy villagers will speak in a higher pitch, while sad or angry villagers will have a lower one.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l12" >Line 12:</td>
<td colspan="2" class="diff-lineno">Line 14:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In {{PC}} and {{NH}}, Animalese works differently than in most previous games, reinstating the international release of {{PG|nolink}}'s method of refitting the synthesizer for different languages, allowing for clearer, more intelligible pronunciation. In addition, the species of a villager will slightly alter the pitch of their voice, which appears to be linked to the species' body size. For example, [[Dora]] (a [[mouse]]) has a higher pitch than [[Chevre]] (a [[goat]]), and [[Margie]] (an [[elephant]]) has a lower pitch than either, despite all three being [[normal]] villagers.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>In {{PC}} and {{NH}}, Animalese works differently than in most previous games, reinstating the international release of {{PG|nolink}}'s method of refitting the synthesizer for different languages, allowing for clearer, more intelligible pronunciation. In addition, the species of a villager will slightly alter the pitch of their voice, which appears to be linked to the species' body size. For example, [[Dora]] (a [[mouse]]) has a higher pitch than [[Chevre]] (a [[goat]]), and [[Margie]] (an [[elephant]]) has a lower pitch than either, despite all three being [[normal]] villagers.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[K.K. Slider]] and [[Kapp'n]] sing songs in their own variants of Animalese. While Kapp'n sounds very close to standard Animalese when singing, K.K.'s speech is entirely unique. It consists of the syllables "nah", "me", "oh", "way", and "queh", as well as howling, clicking, humming, and whistling. These variants of Animalese can also be heard on the airchecks for "[[Marine Song 2001]]" and "[[K.K. Robot Synth]]".</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td></tr>
</table>StrawberryChanhttps://nookipedia.com/w/index.php?title=Animalese&diff=693958&oldid=prevStrawberryChan at 22:21, December 6, 20212021-12-06T22:21:39Z<p></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 22:21, December 6, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l3" >Line 3:</td>
<td colspan="2" class="diff-lineno">Line 3:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. In addition, a villager's mood can affect their voice; happy villagers will speak in a higher pitch, while sad or angry villagers will have a lower one.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. In addition, a villager's mood can affect their voice; happy villagers will speak in a higher pitch, while sad or angry villagers will have a lower one.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} <del class="diffchange diffchange-inline">additionally reprogram </del>the voice synthesizer based around the intricacies of Western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{<del class="diffchange diffchange-inline">DnMe+</del>}} onwards. Most later titles <del class="diffchange diffchange-inline">additionally </del>use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. <del class="diffchange diffchange-inline">Notably, </del>Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}}<ins class="diffchange diffchange-inline">, </ins>it is spoken very quickly, while in {{WW}} and {{CF}}<ins class="diffchange diffchange-inline">, </ins>it is spoken slightly more slowly.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The international releases of {{PG|nolink}} <ins class="diffchange diffchange-inline">reprogrammed </ins>the voice synthesizer based around the intricacies of Western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{<ins class="diffchange diffchange-inline">WW|short|nolink</ins>}} onwards. Most later titles use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Prior to {{NL}}, cranky [[villagers]] were the only villager personality type to have a unique pitch, having a deep, gravelly pitch. [[Lazy]] and [[Jock]] villagers shared the same pitch, as well as all female personality types. Starting with {{NL|short|nolink}}, all personality types have their own distinct pitches. Peppy and Jock villagers now have a higher pitch than Normal and Lazy villagers respectively, whereas Snooty villagers now have a lower pitch than Normal villagers. Big sister and Smug additionally have their own unique pitches as well, being lower than Normal and Lazy villagers, but higher than Snooty and Cranky villagers, respectively.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Prior to {{NL}}, cranky [[villagers]] were the only villager personality type to have a unique pitch, having a deep, gravelly pitch. [[Lazy]] and [[Jock]] villagers shared the same pitch, as well as all female personality types. Starting with {{NL|short|nolink}}, all personality types have their own distinct pitches. Peppy and Jock villagers now have a higher pitch than Normal and Lazy villagers respectively, whereas Snooty villagers now have a lower pitch than Normal villagers. Big sister and Smug additionally have their own unique pitches as well, being lower than Normal and Lazy villagers, but higher than Snooty and Cranky villagers, respectively.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l10" >Line 10:</td>
<td colspan="2" class="diff-lineno">Line 14:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Bebebese]] or [[Silence]] can be spoken as an alternate language in the options in games prior to {{NL}}.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;"></del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{language}}</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{language}}</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Languages]]</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>[[Category:Languages]]</div></td></tr>
</table>StrawberryChanhttps://nookipedia.com/w/index.php?title=Animalese&diff=654007&oldid=prevStrawberryChan at 02:23, November 8, 20212021-11-08T02:23:35Z<p></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 02:23, November 8, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter in the language being played in, leading to mispronunciation of some words. (For instance, "Animal Crossing" in English would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g". In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned such as villager catchphrases and laughter. When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]].</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter in the language being played in, leading to mispronunciation of some words. (For instance, "Animal Crossing" in English would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".<ins class="diffchange diffchange-inline">) </ins>In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned such as villager catchphrases and laughter. When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. In addition, a villager's mood can affect their voice; happy villagers will speak in a higher pitch, while sad or angry villagers will have a lower one.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. In addition, a villager's mood can affect their voice; happy villagers will speak in a higher pitch, while sad or angry villagers will have a lower one.</div></td></tr>
</table>StrawberryChanhttps://nookipedia.com/w/index.php?title=Animalese&diff=635174&oldid=prevDecomposer: Animalese depends on the language being played in. Angry villagers have a lower pitch.2021-10-31T11:55:11Z<p>Animalese depends on the language being played in. Angry villagers have a lower pitch.</p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<col class="diff-content" />
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<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 11:55, October 31, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter, leading to mispronunciation of some words. (For instance, "Animal Crossing" would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".<del class="diffchange diffchange-inline">) </del>In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned <del class="diffchange diffchange-inline">(</del>such as villager catchphrases and laughter<del class="diffchange diffchange-inline">)</del>. When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]]<del class="diffchange diffchange-inline">. The name of the player and the name of the town can be clearly discerned as well, although they may also be mispronounced depending on the way each letter of the word is said in Animalese</del>.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter <ins class="diffchange diffchange-inline">in the language being played in</ins>, leading to mispronunciation of some words. (For instance, "Animal Crossing" <ins class="diffchange diffchange-inline">in English </ins>would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g". In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned such as villager catchphrases and laughter. When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese<del class="diffchange diffchange-inline">, being higher or lower depending on the character</del>. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. <del class="diffchange diffchange-inline">Also</del>, a villager's mood can affect their voice; happy <del class="diffchange diffchange-inline">or angry </del>villagers will <del class="diffchange diffchange-inline">have </del>higher pitch, while sad villagers will have lower <del class="diffchange diffchange-inline">pitch</del>.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. <ins class="diffchange diffchange-inline">In addition</ins>, a villager's mood can affect their voice; happy villagers will <ins class="diffchange diffchange-inline">speak in a </ins>higher pitch, while sad <ins class="diffchange diffchange-inline">or angry </ins>villagers will have <ins class="diffchange diffchange-inline">a </ins>lower <ins class="diffchange diffchange-inline">one</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} additionally reprogram the voice synthesizer based around the intricacies of <del class="diffchange diffchange-inline">western </del>languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{DnMe+}} onwards. Most later titles additionally use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. Notably, Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} additionally reprogram the voice synthesizer based around the intricacies of <ins class="diffchange diffchange-inline">Western </ins>languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{DnMe+}} onwards. Most later titles additionally use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. Notably, Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Prior to {{NL}}, cranky [[villagers]] were the only villager personality type to have a unique pitch, having a deep, gravelly pitch. [[Lazy]] and [[Jock]] villagers shared the same pitch, as well as all female personality types. Starting with {{NL|short|nolink}}, all personality types have their own distinct pitches. Peppy and Jock villagers now have a higher pitch than Normal and Lazy villagers respectively, whereas Snooty villagers now have a lower pitch than Normal villagers. Big sister and Smug additionally have their own unique pitches as well, being lower than Normal and Lazy villagers, but higher than Snooty and Cranky villagers, respectively.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Prior to {{NL}}, cranky [[villagers]] were the only villager personality type to have a unique pitch, having a deep, gravelly pitch. [[Lazy]] and [[Jock]] villagers shared the same pitch, as well as all female personality types. Starting with {{NL|short|nolink}}, all personality types have their own distinct pitches. Peppy and Jock villagers now have a higher pitch than Normal and Lazy villagers respectively, whereas Snooty villagers now have a lower pitch than Normal villagers. Big sister and Smug additionally have their own unique pitches as well, being lower than Normal and Lazy villagers, but higher than Snooty and Cranky villagers, respectively.</div></td></tr>
</table>Decomposerhttps://nookipedia.com/w/index.php?title=Animalese&diff=627428&oldid=prevVmario97: Undo revision 627426 by 136.158.41.21 (talk) is a villager2021-10-16T09:01:54Z<p>Undo revision 627426 by <a href="/wiki/Special:Contributions/136.158.41.21" title="Special:Contributions/136.158.41.21">136.158.41.21</a> (<a href="/w/index.php?title=User_talk:136.158.41.21&action=edit&redlink=1" class="new" title="User talk:136.158.41.21 (page does not exist)">talk</a>) is a villager</p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 09:01, October 16, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter, leading to mispronunciation of some words. (For instance, "Animal Crossing" would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".) In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned (such as villager catchphrases and laughter). When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]]. The name of the player and the name of the town can be clearly discerned as well, although they may also be mispronounced depending on the way each letter of the word is said in Animalese.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter, leading to mispronunciation of some words. (For instance, "Animal Crossing" would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".) In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned (such as villager catchphrases and laughter). When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]]. The name of the player and the name of the town can be clearly discerned as well, although they may also be mispronounced depending on the way each letter of the word is said in Animalese.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell<del class="diffchange diffchange-inline">]], [[Goldie</del>]], etc.) have distinct pitches to their Animalese, being higher or lower depending on the character. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. Also, a villager's mood can affect their voice; happy or angry villagers will have higher pitch, while sad villagers will have lower pitch.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese, being higher or lower depending on the character. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. Also, a villager's mood can affect their voice; happy or angry villagers will have higher pitch, while sad villagers will have lower pitch.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} additionally reprogram the voice synthesizer based around the intricacies of western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{DnMe+}} onwards. Most later titles additionally use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. Notably, Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} additionally reprogram the voice synthesizer based around the intricacies of western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{DnMe+}} onwards. Most later titles additionally use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. Notably, Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td></tr>
</table>Vmario97https://nookipedia.com/w/index.php?title=Animalese&diff=627426&oldid=prev136.158.41.21 at 08:54, October 16, 20212021-10-16T08:54:59Z<p></p>
<table class="diff diff-contentalign-left diff-editfont-monospace" data-mw="interface">
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<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 08:54, October 16, 2021</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l1" >Line 1:</td>
<td colspan="2" class="diff-lineno">Line 1:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter, leading to mispronunciation of some words. (For instance, "Animal Crossing" would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".) In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned (such as villager catchphrases and laughter). When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]]. The name of the player and the name of the town can be clearly discerned as well, although they may also be mispronounced depending on the way each letter of the word is said in Animalese.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>'''Animalese''' is the default language the NPCs in the {{SER}} speak. Generally, each letter spoken is matched and synthesized with the basic sound of the letter, leading to mispronunciation of some words. (For instance, "Animal Crossing" would be pronounced "Ah-n-ih-m-ah-l c-r-o-s-s-ih-n-g".) In the Japanese versions, each kana syllable is matched with its proper sound, making it somewhat more legible to a Japanese speaker than the international versions. (どうぶつの森 would be "Do-u-bu-tsu no mo-ri".) While much of Animalese is mostly unintelligible, recurring phrases can be discerned (such as villager catchphrases and laughter). When numbers are spoken, they are pronounced clearly and legibly, similar to the sounds heard when writing a [[letter]]. The name of the player and the name of the town can be clearly discerned as well, although they may also be mispronounced depending on the way each letter of the word is said in Animalese.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell]], etc.) have distinct pitches to their Animalese, being higher or lower depending on the character. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. Also, a villager's mood can affect their voice; happy or angry villagers will have higher pitch, while sad villagers will have lower pitch.</div></td><td class='diff-marker'>+</td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Animals that work in the town ([[Isabelle]], [[Tom Nook]], etc.) and traveling visitors ([[Gracie]], [[Wendell<ins class="diffchange diffchange-inline">]], [[Goldie</ins>]], etc.) have distinct pitches to their Animalese, being higher or lower depending on the character. If text is quickly scrolled, the Animalese also speeds up, sounding more high-pitched. Also, a villager's mood can affect their voice; happy or angry villagers will have higher pitch, while sad villagers will have lower pitch.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} additionally reprogram the voice synthesizer based around the intricacies of western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{DnMe+}} onwards. Most later titles additionally use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. Notably, Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>The sound of Animalese differs slightly in each game. In {{PG}} and {{NL}} it is spoken very quickly, while in {{WW}} and {{CF}} it is spoken slightly more slowly. The international releases of {{PG|nolink}} additionally reprogram the voice synthesizer based around the intricacies of western languages, allowing for clearer pronunciation than in most later entries; the voices used are additionally pitched down compared to {{DnM}} and the Japanese version of {{PG|nolink}}, a change that is reverted from {{DnMe+}} onwards. Most later titles additionally use the Japanese voice synthesizer across languages, resulting in Animalese sounding less intelligible in other languages compared to {{PG|nolink}}. Notably, Animalese in {{WW|short|nolink}} does not appear to be a proper voice synthesis, instead matching each letter to a random syllable. Because of this, it is entirely unintelligible, even with phrases that are clearly discerned in other games. This is likely due to the Nintendo DS's technical limitations, as proper voice synthesis returns in {{CF|short|nolink}}.</div></td></tr>
</table>136.158.41.21