RHS talked about the gameplay, so let me talk about sound and music. I worked a lot on S2R's sound driver since I joined RHS. This doesn't only mean I fixed many of those bugs the Sonic 1 driver has, but I also added lots of new features or recoded existing ones. New features are: underwater mode* (makes all sounds softer) custom DAC driver with lots of features (including underwater mode, volume control and you can override the sample's pitch) added/modified coordination flags to be able to use all those features (I can even apply modulation to the DAC channel) added PCM songs and Eggman voices made SFX play while the music is fading and when the 1-up theme is playing ported some special PSG flutter flags from Ristar added two "Note Fill" modes (e.g. stop the note 1 or 2 frames before it would normally end) added dynamic switching between DAC and FM6 mode made proper sound index extention (yes, I can and do use slot $80) added PAL mode and replaced "Speed Shoe" mode (both using multi-update and *) coded own fading routine that allows varying speeds of fading made fading to be balanced between DAC, FM and PSG (and made it take the PSG flutter value into account) added 3 layers of music (BGM, Invincibility, 1-up)*That means you can get invincibility and then a 1-up. When the 1-up finishes, the invincibility theme resumes. If it runs out, the BGM resumes. (It can also load the invinc. theme in background, if the 1-up is playing.) added seperate volume control for music and sfx (doesn't have an effect to the music on the options screen (but does on the level select and the rest of the game) due to me not catching buggy writes correctly) improved sound queue to have 5 slots (instead of the usual 2), so it won't override music and SFX commands so easily fixed spindash sound, frequency is controllable my main game, so it will represent the current charge (unlike Sonic 2, where the sound driver resets it every few frames) added special music easter egg (It's present in 3 acts. If you're lucky or time "something" right, you can find them.) * This feature can be disabled or set on a per-song basis. The data is stored in a nice array, so good bye hardcoded 1-up jingle. Also, let's have a look at the sound test numbers: 01-7F is music (01-29 is used, the pointer list has dummy songs for 2A-40 that stop the music)The Drowning jingle is unaffected by speed shoes and PAL mode to keep it in sync with the game, btw. 80-8F are PCM songs (80-81 is used) 90-9F are PCM SFX (90-93 is used) A0-F3 are sound effects (A0-F2 is used) F4-FF are special commands The special commands are: F4 stop music in Invincibility Layer and resume BGM (works even if 1-up is playing) F5 fade previous music in F6 fade music out F7 play SEGA sound F8 set music tempo to "fast" F9 set music tempo to "normal" FA silence everything FB SFX volume down FC SFX volume up FD music volume down FE music volume up FF test flamewing's error report (yeah, it crashes the ROM and it's not a bug - it's a feature) The volume goes from $00 (min) to $20 (max), 8 steps are 6 db. (Sorry, we ran out of time and so there's no counter indicating the current volume.) If you want uninterrupted music, set the SFX volume to 0. Also, all "unused" indexes do nothing. (sorry, it won't crash) Note: The songs in the sound test are subject to the same restrictions as ingame. So the invinc. theme won't play while the Drowning jingle is playing (or after it finished playing), but it will start/resume when you play F5. Now about the music itself: I made all songs that are no direct ports from other MegaDrive Sonic games with mid2smps. Most MIDIs came from vgmusic.com, most of them were sequenced by King Meteor or Teck. The music of Gem Runway 2 is a remix by me. Since I like to use Stereo effects, I recommend to use headphones.