I rarely did testing with cd's so if there's any more cd's out there, their contents will most likely be small modules of the game like that one. Burning cd's back then waas a huge pain and really slowed production down. By working mainly with code that had compiled in assets, adding more programmers to the project was eaiser, this gave them a starting to point to familiarize themselves with parts of the source, make modifications and see what their changes would influence more easily so their iteration time was better as well. Boss AI code was a seperate source file for each boss and custom coded by me for each one, 3 unique bosses (fang, metal sonic, and a sort of evil sonic clone) had some reasonably poilshed unique ai before cancellation, there was a 4th placeholder ai that was pretty dumb, similar to what you'd expect in the older 2d sonics that just required any properly rigged 3d model with a basic set of animations (move, melee attack, ranged attack, take damage, die animations) and collision spheres to work. I never got around to trying to support the ram cart that some games like KOF 96 used because it was most likely going to be something we couldnt totally take advantage of with our schedule and I was trying to tune gameplay and push for xtreme to require the analog controller that NiGHTS used because the game played so much better with it.