Start-up Tune
Played by InitialiseGame each time a new game is started. The music data is at StartGameTune.
Robot Tune
Played by HandleEndingRobotBottom when the robot has come back up out of the pot of oil in the game completed scene. The music data is at RobotTune.
Game Over Tune
Played by GameOver when the game is over, until a key is pressed. The music data is at GameOverTune.
Game Complete Tune
Played by GameCompleted when the player has completed the game. The music data is at GameCompleteTune.
Main Tune
Played by GameMenu when the menu is first shown, until a key is pressed. The music data is at MenuTune.
Block Sound
Not played by the game, as nothing calls PlayPitchFromTable. Four cycles of each of the eight pitches of PitchTable, one after the other.
Sparkles Sound
Played by HandleValve and HandleSparkle for each stage of the sparkles. The eight stages of the sparkles, one after the other.
Appearing Sound
Played by HandlePlayerAppearing for each stage of the sparkles that show the player appearing. The seven stages, one after the other.
Bounce Sound
Played by HandleAttackingTool, HandleCircuitMouse and HandleBouncingMouse when a robot mouse bumps into something and when a tool hits the robot. Four short bursts of a tone.
Jump Sound
Played by HandleJump when the player jumps. A sweep of thirty-two single cycles.
Falling Sound
Played by HandleLandMine, HandleRemoteControlRobot, HandleEggTop, HandleCircuitMouse, HandleFallingBlock, HandleMovingBlock and MovePlayer while an object falls or rises. The pitch comes from the height of the object, so here the object falls through sixteen heights, one after the other.
Rising Sound
Played by HandleEndingRobotBottom while the robot goes down into the pot of oil and comes back up in the game completed scene. The pitch comes from the pixel y position of the robot, so here the robot goes down and comes back up.
Block East West Sound
Played by HandleBlockMovingEastWest while a block moves east or west. The pitch comes from the X coordinate of the block, so here the block moves through ten positions, one after the other.
Block North South Sound
Played by HandleBlockMovingNorthSouth while a block moves north or south. The pitch comes from the Y coordinate of the block, so here the block moves through ten positions, one after the other.
Moving Sound
Played by PlaySoundAndRedraw when a valve, a sparkle, a block, an extra life or a retired object moves. The pitch comes from the three coordinates of the object, so here the object rises through sixteen heights, one after the other.
Transform Sound
Not played by the game, as nothing calls PlaySoundFromObjectNumber. The pitch comes from the sprite number of an object, so here four sprite numbers are used three times each.
Explosion
Played by HandleAttackingTool and PlayLandingSoundOnce when a tool hits the robot and when an object lands. Sixteen short bursts of a tone, with pitches from a random place in the ROM. The game picks the place at random, so here it is fixed.
Beep Sound
Played by HandleAlarm, GameMenu, HandlePickupAndDrop and HandleExtraLife when the alarm changes colour, when the player picks up or drops an object, gets an extra life or changes the control method on the menu. Sixteen cycles of a low tone.
Pause Sound
Played by PauseGame when the game is paused and when it carries on again. Twenty-four cycles of a high tone.
High Beep Sound
Played by HandleClockworkMouse and HandleConveyorNorth when a clockwork mouse chooses a new direction and when something lands on a conveyor. Thirty-two cycles of a higher tone.
Robot Moving Sound
Played by HandleRemoteControlRobot and HandleChasingDome while the remote control robot or the chasing dome moves. The length and pitch come from the frame counter, so here sixteen frames are played, one after the other.
Mouse Footstep Sound
Played by HandleMouseSecondPart as a robot mouse moves. The pitch comes from the position, so here the mouse takes eight steps along a line.
Footstep Sound
Played by HandleTurningLegs and HandleWalking as the player walks. The pitch comes from the position of the player, so here the player takes eight steps along a line.