# Pirate game — audio handoff

Use the review page to play each animation in isolation or in game context. The reel, symbol, Wild, picker, transition, bonus screen and win players are shared with the current game. Examples use fixed presentation boards and values; they do not place bets.

36 review moments are provided, with variants. This is coverage, not a required number of audio files. Share sounds, pitch variants and layers where useful. Creative direction belongs to the sound designers.

- Silent by default. Optional uploaded drafts stay in the current tab and are not installed into the game or uploaded to a server.
- Play, pause, replay, loop, 0.25× / 0.5× / 1× / 1.5× speed, scrub, and jump to cue markers. Normal and Fast game speed are distinct reel variants; playback speed slows the whole example.
- Cue times download for the selected example. Copy link preserves moment, variant and view. Notes save in this browser; export to share them. Audio is not included in notes exports.
- Changing selection, seeking, pausing or hiding the page stops audition audio. A negative draft start time previews the already-running portion at time zero.
- Main game remains background music only. This page does not add SFX to gameplay.
- Shell is still the live symbol. Skull and rum bottle are concept choices, without final replacement animations. The unapproved flag win prototype is excluded.
- UI controls and music rows provide context; they are not claims of a new authored animation or new ambience requirements.
- Win screens use Big, Mega, Epic and Max. All four chests preserve the original large title entrance, with continuous counting motion and a distinct finish impact and settle. Every win returns to play automatically, including Max, with no Continue prompt. Optional input advances one earned tier, finishes the final count or closes early. Max appears only at the actual 25,000× round cap; its review sample uses that amount. Higher-tier examples show their real lower-tier progression; cue buttons jump to individual entrances. Held Wilds have no new expansion or multiplier-pick cue.

## Review moments

1. **Reel spin & stops** — The current grouped reel movement, each stop and the final settle.
2. **Gold anchor · landing** — Individual landing reaction at normal speed.
3. **Gold anchor · win** — Individual premium win reaction.
4. **Pirate hat · landing** — Individual landing reaction at normal speed.
5. **Pirate hat · win** — Individual premium win reaction.
6. **Coral shell · landing** — Individual landing reaction at normal speed.
7. **Coral shell · win** — Individual premium win reaction.
8. **Skull treasure · landing** — Individual landing reaction at normal speed.
9. **Skull treasure · win** — Individual premium win reaction.
10. **A / K / Q / J / 10 · wins** — The five current letter and number win reactions. A shared family may cover these.
11. **Payline wins & amounts** — Soft line sweep, paying-symbol reactions and the floating amount.
12. **Bonus map · landing** — Map contact without an anticipation glow.
13. **Bonus maps · successive landings** — One to five map contacts. Contacts use the actual reel timing; the isolated view focuses on the maps.
14. **Anticipation · bonus lands** — Two maps land, remaining reels slow down and the waiting reel highlights.
15. **Anticipation · missed bonus** — The same build-up, then the maps and reel light return smoothly when the bonus misses.
16. **Bonus maps · award reaction** — The map award reaction before the treasure transition.
17. **Ship Wild · landing** — The ordinary one-cell Wild contact.
18. **Ship Wild · single-cell win** — The base-game one-cell Wild win.
19. **Ship Wild · expansion & multiplier** — Full-height expansion, multiplier cycling, then the number locks.
20. **Multiplier · cycle & lock** — The current picker on an open ship. Decorative candidates end on the fixed example award.
21. **Expanded ship · win** — The winning reaction of a full-height ship.
22. **Locked ship · following spin** — The expanded ship remains while the other reels spin. It must not replay expansion or picker audio.
23. **Complete bonus entry** — Map award → treasure flood → bonus heading, animated symbols and free-spin text.
24. **Treasure transition · isolated** — The full-screen ballistic coin and treasure transition.
25. **Bonus screen · entrance & hold** — Heading, overlapping symbol cluster, free-spin count and Continue prompt.
26. **Continue into free spins** — The current bonus-screen exit into the reel board.
27. **Bonus total · count & finish** — TOTAL WIN, amount count-up, final amount and Continue prompt.
28. **Bonus result → base game** — Finished result, Continue, then treasure clears back to the base game.
29. **Big Win** — Original large title entrance, smooth counting, finish hit and automatic exit. Higher tiers include earned lower tiers. Max uses a 25,000× cap example.
30. **Mega Win** — Original large title entrance, smooth counting, finish hit and automatic exit. Higher tiers include earned lower tiers. Max uses a 25,000× cap example.
31. **Epic Win** — Original large title entrance, smooth counting, finish hit and automatic exit. Higher tiers include earned lower tiers. Max uses a 25,000× cap example.
32. **Max Win** — Original large title entrance, smooth counting, finish hit and automatic exit. Higher tiers include earned lower tiers. Max uses a 25,000× cap example.
33. **Full win progression** — Big → Mega → Epic → Max at the 25,000× cap, continuous counting, finish and automatic exit.
34. **Win count · player skip** — Optional input advances one tier, finishes the final count or closes early. Every tier also finishes and returns to play automatically, including Max.
35. **Buttons & controls · context** — Actual game controls for optional click/toggle sounds. This is UI context, not a new animation.
36. **Background music · context** — The current scene for music handoff. No built-in music or effects play in this reviewer.
