All the chiptune music and sound effects from Pixel Rugby. Hit play to listen. Want to create your own? Try the Composer.
Music
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Menu Theme
Warm, upbeat chiptune with a bass line and a light drum groove. Plays on the title screen and other non-match screens.
Square lead, triangle bass, drums
Game Theme
Driving chiptune with a bass line and a full drum beat. Plays during home matches.
Square lead, triangle bass, drums
Away Theme
Darker, grittier theme in G minor. Plays during away matches.
Sawtooth wave
Knockout Theme
Intense and dramatic. Plays during knockout matches — quarter-finals, semi-finals, and finals.
Sawtooth wave
Halftime Theme (IH-1988)
Plays during the halftime groundskeeper show with crowd noise and animated mowers.
Square wave
Sound Effects
Kick Off
Marching stomps, rising crowd murmur, and referee whistle as teams walk onto the pitch.
Pass
Subtle high-pitched chirp when passing the ball between lanes.
Tackle
Quick two-note hit when a player is tackled.
Coin (Moderate Success)
Two-tone Mario-coin chirp (B5 → E6) for favorable but non-scoring CPU outcomes — opponent missed a kick, lost possession, or knocked on.
Try Scored
Fanfare and crowd cheer when your team scores a try.
Opponent Try
Descending "wah-wah-wahhh" stinger and crowd groan when the CPU scores a try.
Opponent Drop Kick
Short minor sting when the CPU scores 3 points.
Half Time Whistle
Single long referee whistle blast at half time.
Full Time Whistle
Three blasts — the traditional rugby full-time signal.
Scrum Grunt
Throaty growl played during scrums. Each one is randomized.
Crowd Chant
Looping stadium crowd noise. Plays during packed stadiums, halftime groundskeeper, and last possession when trailing by 7 or fewer.
Small Crowd
Looping sparse-crowd bed for a half-empty ground. Plays instead of the Crowd Chant above whenever the stadium is 50% full or less — a minnow-vs-minnow international, or an already-eliminated club late in a league season (attendance bottoms out around 32%). It also carries any Quick Match Friendly or Test that isn't hosted at a Six or Four Nations nation's home ground, no matter how full: a USA v Canada test or a home game in Niue stays on this thin bed with no chants, so a few thousand fans never sound like a packed Twickenham. Career, Six Nations, Four Nations and World Cup matches always follow the fill rule. Those matches used to be dead silent. Like the packed-crowd loop it swells as the ball carrier nears the try line and deflates for a home crowd losing badly. 75s loop with 1.5s fade-in / fade-out, loudness-normalized to match the chant tracks.
Chants
European-stadium singing layer. Loops continuously during matches when music is off, sfx are on, and the stadium is >50% full. The two chant tracks alternate (with a 2s crossfade) so the same one never repeats back-to-back. Volume gets a boost for semi-finals, finals, derbies, and top-4 clashes. A Quick Match Friendly or Test only gets the chants when it's hosted at a Six or Four Nations nation's home ground; any other Quick Match rides the Small Crowd bed above with no singing.
Try Cheer
One-shot crowd roar played after any scoring event the home crowd favors (home scores or away misses). In neutral venues — internationals, knockout finals — every score/miss plays it. Only when music is off.
Miss Groan
One-shot crowd disappointment played when the home crowd is hurt (home misses or away scores). Never fires in neutral venues. Only when music is off.
Haka
~37s pre-match chant played for every New Zealand fixture. Fires after both teams take the field and the kickoff whistle blows, while NZ forms a 1-2-2 wedge facing the opposition. Pre-processed with a high-pass + spectral denoise, 1s fade-in, 1.5s fade-out, and loudness-normalized to match the chant tracks. Fiji (Cibi), Tonga (Sipi Tau), and Samoa (Siva Tau) fixtures also trigger a war-dance overlay; until dedicated recordings ship, those three reuse the Crowd Chant placeholder above.