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.