Each color in the a_ma*.pcx files defines the kind of surface of the tile in the corresponding a_f*.pcx file (grass, water, pavement...). The rest of the pcx files don't need an explanation. The *.voc files are audio files. Try Sox (http://sox.sourceforge.net) to convert these files into some other, more useful, format. Sox runs in Windows, Linux, and other operating systems. Of course the *.mid files are midi. I imagine the *.klm files have something to do with the midi files, but I don't know what. Changing the midi files sometimes works right and sometimes doesn't. The *.sp files contain various pictures drawn in the game. As far as what each *.sp file contains, I've figured it out for about half of them. I attached a text file that has everything I know about the *.sp files so far. The *.m files are maps of the courses. Each one is a 64x64 byte map of the course. The bytes in the file represent pieces of the wall, dirt, water, etc. The set of available tiles is different for different maps (possibly determined by some of the numbers in the *.gam files). For example, I don't think you can put lava in a track that uses tiles for pavement and grass. *.SP files: the first byte of each frame is the top left corner, and it goes to the bottom left, followed by the next column, etc. The line with listed is the height of the image, because when you open the file, the picture is on its side. When the size of the frame is listed, it's the width and then height of the image. line width name purpose 6 action.sp flying "Apogee means action" for intro screen 28 aj.sp kids for players 1 and 2 (guy, then girl) 50 bonus*.sp Map drawn on the screen for 1 player races bronzem.sp silverm.sp goldm.sp 28 camel.sp The character as seen by driver (looking left and right, ele.sp flying after hitting a car, etc.) 38x28 frames - different number of moose.sp frames in each file. panda.sp pelican.sp ringo.sp shark.sp tiger.sp 28 cars.sp Animals in other cars 28 digger.sp Digger the duck 62 crack.sp the crack when you hit the monitor 72 dope.sp Dopefish (first 11,520 bytes) 15 dopefish bubbles (last 375 bytes) 12 effects.sp first 720 bytes: hand brake turn dust cloud - 3 20x12 frames 9 next 270 bytes (offset 2D0): pavement dust from wheels - 3 10x9 frames 12 next 720 bytes (offset 3DE): hand brake turn dust cloud 9 next 270 bytes (offset 6AE): more dust from wheels 12 next 720 bytes (offset 7BC): hand brake turn dust cloud 9 next 270 bytes (offset A8C): more dust from wheels 24 next 576 bytes (offset B9A): splash off wheels from shallow water - 2 12x24 frames 28 next 4256 bytes (offset DDA): splash when driver falls into water - 4 38x28 frames 24 next 6144 (offset 1E7A): periscope - 8 32x24 frames 12 next 720 bytes (offset 367A): dust clouds or something - 3 20x12 frames next (offset 394A): don't know yet 23 genef.sp first 3863 (?) bytes - rotating wheel at rostrum 13? next 584 (?) bytes - trophy 28? next 8511 (?) bytes - don't know - one of the frames looks like the X that crosses out extra players if the game isn't registered more bytes left in the file - don't know what they are 44 giggles.sp the creatures that pop up when you hit a giggles key h[number].sp don't know handle.sp hogmis.sp icons.sp lap.sp ob*.sp ofont.sp puf.sp spark.sp wfont1.sp