A few notes, though I've already mentioned some in private:
-Good to see CDDA audio support alongside "Retro" FM mode. Now I'll need to actually draft up a sound test of my own to incorporate. I can safely say a personal arrangement of Savannah Citadel Day for the first level is in the bag.
-Nice details with the loading and results screen.
-No Sonic Retro splash screen? Oh, you all hate us now~
-I love that Tweaker Tantrum is always Enabled.
-Speed cap settings? I'll assume it was off in the last release, since Super Shadow boosting got pretty intense in Starry Night 2.
-That new boss is pretty cool, and maybe I didn't notice it well in the video, but is there an indicator as to when to attack the orb, like it goes solid brown instead of flickering the checkered pattern? I would have figured attacking the orb would be the way to strike based on the stalling after the move, since stalling is usually showing an opportunity to attack when used in a boss situation, but it's only something I'm curious about.
Also, Aquaslash, providing it's not the actual base music for the level, you need to hook me up with that Dark Fortress track. I'm totally digging it.
That said, I'm looking forward to the final product whenever the team deems it worthy of coming out. I'd chuck in a tidbit here about looking into why Knuckles' Dark Fortress Act 2 crashes (something to do with the background, I think,) but I'd imagine you guys have already long fixed that.