two rooms of the game, and everything in them answers
The board next door sets out the twenty clips the game plays and the bench under it takes any one of them apart. This page puts them back where they live. Both pictures are the game's own plates — the parlour as the client paints it, the garden at the top of a summer afternoon — and everything in them that makes a sound answers a tap. Where you tap sets where the blow lands, how long you hold sets how hard, and every tap takes a fresh seed, so nothing is struck the same way twice. Be gentle: the bench rests between visitors, and this page rests with it rather than complaining.
The parlour plate, as the game paints it. Tap anything in it, or run a pointer over it, to find what answers.
Each place you can tap, and the thing in the bench's cabinet it plays. A thing the cabinet does not hold yet is greyed here and on the picture.
This is the third door in the sound-effects room: the board of the twenty clips sets them out by what they are made of, and the object bench takes any one of them apart, knob by knob.