1. Choose a sound pack
Pick the kind of sounds you want to imitate. Packs mix short vocal shapes, animal calls, machine rhythms and exaggerated comedy effects. The selected pack supplies all four references for the run.
2. Listen to the reference once
Press the main action when you are ready. The reference plays one time in the scored game. Listen for the overall contour: where the sound rises or falls, how its attacks are spaced and where the energy changes.
3. Record one take
After the countdown, imitate the reference into your microphone. The recording window adapts to the clip and stays short. There is no mid-round restart in a scored run, so commit to the performance and keep a steady distance from the microphone.
4. Hear your own playback
Your recording plays back before scoring. This is an intentional part of the game: the performance should be understandable and funny even before the number appears. The reference and player waveforms remain available for comparison.
5. Read the score
A clear take receives a score from 0 to 100. Depending on the reference profile, the scorer weighs relative melody, rhythm, attacks, energy and texture. Exact vocal pitch, identity and accent are not evaluation targets. If the signal is too quiet, clipped or noisy, the game gives a low-confidence explanation instead of pretending the result is precise.
6. Choose the optional bonus
After round two, you may spin the bonus wheel or skip it. A spin can award points or transform the next playback, while scoring continues to use the clean captured signal. After the fourth result, the run ends with your total and round-by-round history.
7. Look a sound up in the library
Every reference in the game is listed by sound world in the Mimic Party sound library, with the phrase to imitate and a difficulty rating. Use it to find a sound you missed, or to see what a world holds before you pick it.