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Our library boasts an impressive collection of 720 high-quality sound files. These include a variety of sound effects such as Alerts, Button clicks, Back navigation sounds, Negative feedback sounds, Notifications, Pop Up alerts, Positive feedback sounds, as well as Raw Sources & Field Recordings. Each sound file is carefully curated to provide the most authentic and engaging audio experience.

Sure. I have an older brother, and we played video games together when we were little. One game we played was Super Mario Bros.5 for the NES. Back then, we had to take turns playing. We couldn't play at the same time. Even as a child, I thought it would be fun if we could play at the same time. 5Super Mario Bros.: An action game released in September 1985 in Japan for the NES.

Yes. So this time I worked with a sense of realising my childhood dream. During New Year's break, I had the chance to see my brother and his wife in our hometown. He used to play video games, but now that he's married, he hasn't played them very much.

Also with regard to Mario sound, everyone knows the song that (Koji) Kondo-san6 produced, but I don't think there are many designers who pay as much attention to sound effects as Miyamoto-san does. A long time ago, Miyamoto-san played Kirby's Adventure7 while it was still in development, and he told me that the sound for Kirby transforming was too light. For such an important element of the game, it didn't feel satisfying at all. In other words, Miyamoto-san always talks about how the game must feel, and when he does, he doesn't just mean how the player-character will move in response to input from the controller. He sees it as tightly bound with sound effects, too. Ever since I became conscious of that, when I play Mario, I'm always running across things that make me think, "Oh, he was right!" In that respect, I imagine you must have fielded a lot of tough requests. Is that true, Uchida-san? 6 Koji Kondo: Sound advisor on New Super Mario Bros. Wii. He has worked on the sound for the Mario and Zelda series. He is in the Software Development Department, Entertainment Analysis and Development Division. 7 Kirby's Adventure: An action game released in March 1993 for the NES. Developed by HAL Laboratory, of which Satoru Iwata was once president.

I see. In an imaginary world, what it's made out of isn't something you absolutely have to think about, but Miyamoto-san was extremely focused on it because sounds bear directly upon our senses and are so closely bound to our experience when we play that they give birth to a certain sense of reality and a pleasant experience. Miyamoto-san focuses intensely on that kind of stuff, so I think it must be hard for the staff members who work on the sound effects for his games.

Yes, there are times when the sound and image don't quite seem to match. When I make sounds, especially when I make sounds linked to controls, I do pay a lot of attention to how satisfying they will be, or how good they will make the action feel. So when it comes to sound effects related to controls, I really appreciate being able to hear Miyamoto-san's opinions to make sure that the direction I was heading sound-wise was in line with his image.

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 The "mock fanfare" resembling a bar from the show's original Theme Tune, with the last note a "sad trombone" glissando. Some examples of this type have only the "sad trombone". A series of goofy notes that form a descending "Wah-wah-wah-wahhhhhh" (a "stock" example can be found here). Does not always have to be four. Non-game show examples (especially in cartoons) are likely to fall under this type. A mocking tune, such as the Mocking Sing-Song, played on some instrument.

Goofy Notes: The Zonks on Let's Make a Deal, beginning with the 1976 Las Vegas season and, while with a different effect, continuing throughout the current version with Wayne Brady. Losing the "nine keys" version of the Bonus Round on the Bergeron version of The Hollywood Squares. The British version of Blockbusters used a three-note version as the Gold Run's time buzzer. Heard on occasion when a challenge was lost on Nickelodeon's What Would You Do? Bonus losses on MTV's Idiot Savants. A two-note synth "fog horn"-like sound played whenever anyone hit the Whammy on Press Your Luck. Though it was no different with the fourth Whammy that eliminated a player, there were specialized Whammy animations for those situations (most notably the umpire Whammy). On the beta version Second Chance, a similar sound was used upon hitting a devil but it was more like "wah waaah." On the Spanish version of Wipeout (called "Alta Tension", literally, "High Tension"), if the round ends by having all of the incorrect answers selected, or if the player loses the Bonus Round, several low-pitched "wah-wah" notes played, ending in a "falling off." Unusually, it's a fusion of two types of losing horns (A and B). The Australian Wheel of Fortune had this when a contestant landed on Bankrupt. The original version of The Gong Show had the whole band play one of these whenever someone got gonged. BOOM! features these when a contestant detonates a bomb. Family Fortunes uses the distinctive two-note "EHH-UHHH!" whenever a wrong answer is given. In Where In The World Is Carmen Sandiego, incorrectly placing a marker during the Bonus Round resulted in two electronic horn notes that sounded like "uh-oh".

Mocking Notes Both Just Men! and the Davidson version of The Hollywood Squares used an electronic version of the Mocking Sing-Song if the champion's car didn't start. Cram also played a Mocking Sing Song as soon as the clock hit zero at the end of the Bonus Round. The Latinoamerican game show Sbado Gigante (Giant Saturday) has an actual character, El Chacal (The Jackal), a masked man whose purpose was to play a mock bugle call on-camera, in a setup similar to The Gong Show. On the short-lived 1983 show Just Men! and on the John Davidson Hollywood Squares, a car that didn't start in the bonus round was ushered with a "Nyah nyah-nyah nyah-nyah nyah!" fanfare.

As with Type B above, this type also shows up outside the realm of game shows: Mega Man 3 has a very jolly song playing over its "Game Over!" screen. brentalfloss' "What if X Had Lyrics?" series added hilariously over-the-top mocking as well. The game over music for the original Sonic the Hedgehog invokes the losing horn, even though the 16-bit instrument used doesn't really sound like a trombone. Salamander/Life Force's Game Over screen plays a cheery tune similar to "Unchained Melody". Super Mario Kart: The game plays the first ten notes of "Entry of the Gladiators" if you fail to place on the podium. Some versions of The Oregon Trail play a mockingly upbeat version of Taps when the last party member dies and their tombstone is displayed. In the SNES version of Monopoly, two bars from Fryderyk Chopin's Marche Funbre play when a player declares bankruptcy. In Leisure Suit Larry 1: In the Land of the Lounge Lizards's Non-Standard Game Over where Larry is Driven to Suicide over failing to lose his virginity, the beginning of "Call To the Dairy Cows" from Rossini's William Tell overture plays as the sun rises, followed by the first two bars of Chopin's aforementioned Marche Funbre as Larry shoots himself in the head. Stern's Super Bagman unexpectedly uses "Auld Lang Syne" for Game Over. Circus, in one of the earliest video game examples, plays both an 8-bit Type A glissando and the beginning of Chopin's Marche Funbre when a clown falls to their death. This was in turn referenced by Yellow Magic Orchestra in their songs "Computer Game (Theme from The Circus)" and "Acrobat". In F/A-18 Hornet, if a pilot is killed in action, the last bar of Taps is played at the end of the mission debriefing. Forza Horizon 4's custom vehicle horns include the aforementioned "Funeral March" as well as a trombone slide and "wah wah wah wah". Pitfall! uses the first phrase of the Dragnet theme when the player loses a life. Also used in the arcade adaptation when Harry falls into a pit. Glypha, an Egyptian-themed Joust clone for Macintosh computers, plays the first bar of "The Streets of Cairo" In the Style of a funeral dirge when you get a Game Over. In Dubbelmoral!, a Swedish Macintosh game, a choir sings "Hallelujah!" when the player character dies or gets expelled from the University. City Connection plays the German traditional tune "Flohwalzer (Flea Waltz)", known in Japan as "Neko Fujinatta (I Stepped on the Cat)", when the player collides with a cat. Likewise, a lick from "Turkey in the Straw" plays if you get wrecked by the cops. Prince of Persia has two death fanfares: "Accident", which quotes the first three notes of "Taps" but in a minor key, and "Heroic Death", which blends "Taps" with Chopin's "Funeral March". Also, if the Princess's hourglass runs out, you are treated to the Heartbeat Soundtrack ticking to a halt, then a funerary dirge aptly named "Tragic End". Pizza Tower has The Noise suffer this. After pulling a minigun on Peppino, the horns come in playing his Leifmotif when Noisette drags him off-screen screaming. One Piece; the anime adaptation has a silly kazoo theme play after Kaido gets blown up by his own attack courtesy of Gear 5 Luffy and he collapses in an Ash Face mess. 152ee80cbc

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