@Paul Thanks! Yeah box sound is temp. I have the 5 original songs and they are great but only in HES(Pc Engine) format, banging my head on this...
Yeah 1 user level may be enough. User maps are 2 tiles per byte so as to be consistent size even under worst case, so (15*14)/2 = 105 bytes. Actual static game maps are being converted to RLE (4bit Run - 4bit Tile#) which works great for these maps. Depending on size of music I could see bootloader and 100+ levels but then theres demos, and "world cut-scenes"...it could go a few different ways. Need to make the tools to actually compress the data now. Do you think solutions for every level, but less levels, would be better than more levels but fewer solutions? Considering you can jump to any level, are cut-scenes even warranted?
@ Uze
Please Alec, do not put your career at risk

Thanks for the all the positive reinforcement! Geez, why didn't I think of a picture in a topic about my game ?...

haha. Any ideas for a title screen/intro? Just seems boring sitting there flashing "WORLD". Seems you cannot modify 30 ramtiles in 1 vsync
@Paul
Yeah solutions are just tables, impossible on chip(problem is NP Hard). Maybe a demo record in the editor? Demos take 1 byte for every 4 moves so I don't know. The tools I am making will convert XSokoban maps to the game format and will have one for demos too. If someone wanted to they could just convert, copy/past, rebuild, done. 1000's of XSokoban format maps on the net.
I will finish lolo also, I tend to multitask when I get I/O bound on one idea. I don't know why, but I tend to accomplish things erratically like this.