Changes from v16alpha12 to v16beta:

= New:
+ Added new tracks for Flowbaern, Antarsis and Sigmia VII.
+ In "1 Player" mode - AI now plays as "free for all".
+ Even more new game modes than in v16alpha12:
  4 Pl.+2AI (3x3).
  3 Pl.+3AI (1+1 vs 1+1 vs 1+1).
  including many SUBMODES*1 (see details below).
+ Hardcore players may discover some new challenges after finishing the game.  
+ Support for extended resolution splitscreen modes with Mednafen_Doomday_Edition emulator**2 (see below).
+ "Mednafen_Doomday_Edition" now able to play mp3 music - create "bgm" folder and put 1.mp3, 2.mp3 etc into it. "bgm" folder must be in folder with ROM.


= Graphics:
+ Scorpion(car) graphics have been corrected a bit.
+ Planet "Drakonis" - restored some missed graphic's elements (more similar to SNES version).
+ Lifebars are now rendered - shows more accurate value and has 3 different colors.
+ Terra, Amphibious, Valhalla, Flowbaern - acceleration arrows are now animated.
+ In most situtations removed 'cram access dots' on screen borders (visible on hardware). 

+ New title screen - very close to SNES version (much more colors).
+ Current planet's image preview in main menu (like in SNES version).
+ Char/Planet select menu - planet rotation (like SNES). There's two modes - software(MD only) and hardware(with Sega-CD).
+ Flight to new planet - big planet scale+rotation similar to SNES (with Sega-CD only).


= Sound:
+ For player controlled ally AI's the "Light 'm up" larry voice is now played too.
+ Sega-CD: now able to switch between CD/MD music, if CD active. Removed new CD music track start on demonstartions. If no disk - MD music played.


= Bugfix:
+ Fixed v16alpha12's 'race end' rare bug (when race ends before finish) / corrupted main menu graphics.
+ Fixed v16alpha12's two possible tricks with password, and changed 3 players modes passwords to 'short' ones(without scores/races run saved).
+ Fixed bug with player#6's points in versus mode.
+ Fixed bug with pantera's machinegun damage being doubled in multiplayer (see also in balance).
+ Fixed bug with car collisions, with lose-control timer applied not to attacked car, but by index number.
+ Fixed problem with physics when you fall on jump-blocks edge, and if next block is empty - results falling out of track, when
it should not be (this happens to sidewinders and to havac with hypernitro in some cases).
+ Some tracks corrections, including AI.
+ Fixed error with current place determination, when player cuts off pre-final checkpoint (example, track 30).
+ Changed how current place is determined, when someone uses give-up or finishes.
+ Fixed visual background tile update bug (mines, oil) in some rare situtaions.
+ Fixed #5, #6 and boss car finish fading in some cases.
+ Fixed bug with replayer in two players mode (broken in alpha12), changed some best replay select logic and better checking for wrong/unexisted replays.
+ When switching full/split screen while watching game end's replay - lap count and other HUD are no more displayed.
+ Fixed Terra's acceleration arrows being not animated.
+ After using "give up" in some game modes - race reward screen might erroneously show "scores/money are added".
+ Fixed cars collision damage calculations (was wrong in half situations), also both X and Y speed counted (was only X).
+ Weaponpack now properly gives to Iron Beetle two charges of flame.


= Improvements:
+ Horizontal scrolling now 1.5x faster when camera moves after you fall out of track.
+ Fast scroll track number in options menu (versus mode) by holding button.
+ Corrected English endings' text.
+ New start grid positions for 2x2x2 mode.
+ Rollback (by holding +mode on rewards screen) to previous track is possible for multiplayer modes (4-6 players). 
+ Pantera now places mines if you hold button, not only press.
+ Weapon/charges icons are now centered.
+ Additional setup for allied-AI:  ctrl: SNES->SMD - more agressive shooting, A->B - no reverse-attacks.
+ Changed modes order in main menu.
+ At vs.mode when track:rnd - same track cannot be randomed twice in a row. In options menu difficulty level displayed.
+ IF hold 'MODE' button when select players quanity, chars stats will be disabled (usable for duels).


= AI:
+ All modes: AI stats are now more accurate. They match actual cars' stats (including stability). 
 Also on rookie/veteran AI always has lower top speed than warrior/master (earlier - was same on some later planets).
 Also changed some bosses' stats.
+ Some changes in AI cars types. Also swapped Rip and Shred position.
+ AI Sidewinders' flight has been completely reworked.
+ Improved attack reaction (by using jump or shield). Added timer for delayed jump when evading shot from afar.
+ AI now uses jumps against objects (bear claw mine, napalm mine, acid).
+ AI can use jump/shield against Ravager backmissiles.
+ AI advanced turns modes (in 3 players master, cars:4 , multiplayer, allied AI, 1 player master) - now uses it on T-blocks too(if going to turn).
+ AI now can turn to avoid bumping into allies.
+ AI uses diagonal movements/rollbacks if stuck on slope/jump blocks.
+ AI reverse attack - fixed some wrong usage (example, track #73).
+ New lose-ctrl timer now greater on lowest difficulties.
+ AI no longer uses nitro while is in air, or under lose-ctrl effect (oil, electro , e.t.c).
+ AI on difficulty 'master' can do some maneurs on start(with a view to shoot enemies).
+ Fixed some AI's shooting inaccuracies.
+ AI no longer uses skatterpacks/wards/magnetic mine if has too low speed.
+ AI no longer use skatterpacks/wards/magnetic against dead or finished cars.
+ AI no longer uses skatterpacks/wards/magnetic mine if on same block with allies.
+ Fixed some useless placing of skatterpacks/wards/magnetic mines (example: track15).
+ AI uses shield against magnetic mines and against flamethrower.
+ Allied AI - rookie/veteran/warrior - uses adv.turns, if not going first place, on master removed extra +1 top speed.
+ increased radius of decect collision with fire.
+ AI no longer use jumps/turns on T-blocks without borders (example, valhalla tracks).
+ Fixed bug , when AI do reverse-turn on finish block (example, track #33).
+ Fixed when AI tries to shoot with front weapon, with no charges. 
+ AI-enemies are no longer falling on pits with "island"(earlier - only allied AI) - slow downs if has no nitro.
+ In 3-players game modes (3Pl.,1+2AI,2+1AI) veteran/warrior - AI uses smart turns if his current place is 4 or worse.


= Balance:
+ Using nitro no longer ignores current car place (no ignoring "catch-up" top speed). (but when use nitro on slopes - you always gain maximum catch-up).
+ On jump-blocks, cars always have same "catch-up"(+ to top speed). This removes car place dependence on how far you jump.
+ When you shoot very close to another car - bullet misses much less often.
+ Changes in Volker's missile - increased speed/range, improved accuracy.
+ Volker now gets 100% stability (from it's base 50%) with chaos power claws upgrade.
+ Pantera is now able to destroy Scopion's FLAME WARDS with bullets, if anti-weapon upgrade is installed.
+ Pantera's machinegun bullets charges count is now x4(instead of x3).
+ Pantera's and Scorpion's acceleration closier to v15 (was slower in v16alpha12).
+ Scorpion shield - now blocks magnetic mine's magnetism effect.
+ A bit lowered cooldown of Scorpion's energy beam, but increased cooldown of flame wards.
+ Sundogs are 2% faster in aimed state.
+ Stability2 (against tosses) works against magnetic mines' damage-toss too.
+ Iron Beetle no longer has 100% Stability2 (base now 74,2%, and for 100% you need Atlas Power Lifts upgrade and +1 jumping char).
+ Chars' +1 acceleration stat has been nerfed a bit (in comparison with v16alpha12).
+ Anti-minebug (v16alpha12) works in some other way - now it uses rating-based system. Different types of objects can remove each other.
+ Added 'resistance' against bear claw mine, for cars that don't have minebug weapon types (including Dirt Devil with flamethrower), 
  "when you get damage from two or more mines in a row in less than 1 second, counting from the 2nd - you get half of damage without being tossed up."
  For battle trak: additional 50% resist vs bear claw mine 'toss-up'.
+ Adjusted some prices. PvP modes: 20k more money bonus after finishing drakonis.
+ Lowered collision hit effect of chaos power plate(bounce).
+ In cars:5 cars stand in line on start.
+ PvP modes: sigmia VII available on rookie too.
+ Engine upgrade: slightly more bonus to % acceleration.
+ Excessive charges bug(refreshing) is now eliminated(when cars are "loooking" down at start).


*1
SUBMODES:
  1p+1ai vs 1p+1ai (2x2)
  
  1p+2ai vs 1p+2ai (3x3) 
  2p+1ai vs 1p+2ai (3x3) 
  
   2 vs   2 vs 1+1 (2x2x2)
   2 vs 1+1 vs 1+1 (2x2x2)
   
(and their variations, example: 1p+2ai vs 2p+1ai (3x3))

AI/PLAYER - switchable by player#1 pressing 'Z' button, while other player is in OPTIONS menu.   
   
Player who controls AI-controller player is always previous. Example: player#3 controls AI-player#4. In variations with +2AI, player#4 controls both #5 and #6.
You can't set AI for any team leader. (Player#1 is always the leader of team1).

Example: 
 To switch player#4 between AI/Player:
  if current player#4 is player:  in menu of player#4 enter options , player#1 presses 'Z'.  Now it's player#3 controller-AI.
  if current player#4 is AI:  in menu of player#4 (controlling by player#3) enter options,  player#1 presses 'Z'. Now controls changed to player4.   


**2
"Mednafen DoomDay's edition" (;VERSION 0.9.45.1.0.0.7 or later).
in mednafen-09x.cfg:
set:

md.screen_y 304.  (+48 to upper screen , +16 to lower screen).

or:

md.screen_y 400  (+96 to upper screen, +64 to lower screen).

(total 15 ext.res modes, from 256 to 480  (step of 16 from 240).

In network games It's recommended to use same modes to avoid desynhs.

