Ah, forgot to say last night, thanks for holding off on the long play video Xyphoe.
Gripes:
-no spot FX
-bloody difficult
-expensive!
But I think I'll order both versions, it's kind of compulsive...
The spot FX were sacrificed because I didn't know how much memory there'd be. In the end there was going to be enough space for them but T&J offered additional music instead and I happily accepted!

Having the new music in the bonus round helped to break up the sound track from the other levels. In the C64 original the title music was used on some in-game levels, but this wasnt an option in my version really, partly because it was 50hz on the title screen while the game required 25hz music, but mostly because the title music is compressed when the game is running. So it was kind of about trying to do one thing, the music, "right" by adding something to break it up, rather than squeeze in some possibly sparse effects and end up doing two things to a minimum. Of course the "right" balance is down to personal preference too. Sorry, seems to have turned into a lecture there!
Ooh yes, that stack source code would be tremendous!
As you may know, I'm a big fan of stack (ab)use as well. It's the only way I know of to get a giant Savage moving smoothly around the screen!
Also, did you find Exomizer difficult to use?
It's something that may come in very handy for my game, but I've no idea how to use it.
Original code for testing the concept attached, though I'm afraid the line by line commenting stops when my code starts

. No problems using Exomizer, um, I think it was from cpcrulez I downloaded it, and it comes with instructions. I'll have to check that was where I got it though.
As to TFMs question of "why" use the stack, well, mainly because it was an
interesting idea.