| List of Platform Masters' music tracks Last updated: Apr 30, 2012 at 9:44 PM UTC | |||
| Location of play | Title | Remarks | Cover |
| Title screen | Not yet named | None | 65% |
| Overworld | Not yet named | None | 60% |
| World 1 | Not yet named | Very well done | 95% |
| World 2 | No submission | My own song was rejected - poor quality (18%) | 18% |
| World 3 | Rainy Ronnisa Plains | Perfected | > 99% |
| World 4 | No fitting submission | None | 55% |
| World 5 | No submission | Being made but waiting for submission | 20% |
| World 6 | Hopping Through Keveran Forest | Perfected | > 99% |
| World 7 | Let's Ride the Air Taxi | Perfected | > 99% |
| World 8 | No submission | None | 8% |
| World 9 | A Carnivalesta Night | Needs a catchy rhythm | 85% |
| World 10 | No fitting submission | None | 30% |
| World 11 | No fitting submission | None | 30% |
| World 12 | Not yet named | Theme unknown to public Very good, but needs to be normalized (a 14 dB amplification) by the contributor | 65% |
| World 13 | Not yet named | None | 80% |
| World 14 | Not yet named | Theme unknown to public; needs a little improvement | 80% |
| World 15 | Nodera Ice Jingle | Perfected; has highest compatibility spike of all contributions at 1200 | > 99% |
| World 16 | Not yet named | A good submission, but needs improvement | 55% |
| World 17 | Not yet named | None | 85% |
| World 18 | Not yet named | None | 85% |
| World 19 | No submission | Setting mostly unknown to public | 1% |
| World 20 | Bouncing to Victory | Theme unknown to public; perfected; has highest average compatibility of all songs at 400 | > 99% |
| Boss | Not yet named | Lacks a catchy rhythm | 70% |
| Final boss | Not yet named | Very fitting submission | 88% |
| List of Platform Masters' sound effects Last updated: Feb 2, 2012 at 7:12 AM UTC | |||
| Event | Varieties needed | Occurrence and notes | Cover |
| Extra life | 1, 2, or 4 | This occurs whenever an extra life is grabbed. I'm thinking there could be a slight variant for each progressively higher one, especially for the ultimate 5up. | 0% |
| Valuable | 1 or 2 | Upon collecting any jewel, this plays. The gold bullion should use something different though. | 0% |
| Treasure chest | 1 | Upon opening a treasure chest, from bopping it. | 0% |
| Coin | 6 | The "cling" sound from a falling coin and the pickup are needed, possibly one sound with slight differences for each coin type (bronze, silver, and gold) | 96% |
| Heart | 1 or 2 | This occurs upon collecting a heart. Perhaps the "full" heart could use a different sound effect? | 0% |
| Spring | 1 | This occurs whenever a spring is activated by jumping on it. | 0% |
| Splash | 1 to 5 | At least 1 variety is needed, but I would think that there should be at least 3 different intensities used. The intensities are based on the impact speed. The greater the impact speed with water, the bigger and more intense the splash is. | 0% |
| Move in water | 1 or 2 | When walking through water, a different sound should occur. Other varieties can be used with faster speeds. | 0% |
| Mud | 2 | The falling into mud and walking through it. | 0% |
| Lava | 2 | Not well planned as to how to go about this one. | 0% |
| Character damage | 1 or 2 | Damage taken from hazards (frying in lava and freezing in ice water aside) and enemies might be separate. | 0% |
| Explosion | 1 or more | The TNT barrel is obvious, but high speed impacts do cause explosion sound effects as well - the more speed, the more intense the explosion. | 0% |
| Ice sliding | 1 or more | The sliding on icy surfaces - different varieties for different speeds would be nice. | 0% |
| Wind | 3 or more | In the open plains, or the middle of the ocean, there's bound to be wind. I would like at least 3 varieties of wind - a gentle breeze (like 5 mph), a light breeze (10 mph), a moderate breeze (20 mph), a strong breeze (30 mph), and gale force (40 mph) winds would be preferred. I need the 10, 20, and 40 speeds at the minimum though. All wind sound effects must be loopable. | 0% |
| Jump | 1 or 3 | The varieties would be based on a small, medium, or large jump, based on the initial jumping speed. | 0% |
| Land | 1 or more | When the character lands on solid ground at a slow enough speed, this sound effect occurs - a small, medium, and large impact are preferred. Bounces also count here, if at a slow enough speed. | 0% |
| Step | 1 or 2 | When the character takes a step, a soft sound usually occurs. A higher speed might lead to another form of step. | 0% |
| Death | 1 | Not well planned as to how to go about this one, but I've had the sound effect idea stuck in my head for nearly a year. | 0% |
| Fallout | 1 | When the characters falls into a bottomless pit, this occurs. | 80% |
| Tick | 1 | The sound of a loud ticking clock (4 ticks per second) occurring when 10 seconds remain on the clock. | 0% |
| Ring | 1 | The ringing bell of old style alarm clocks, occurring when time runs out. | 0% |
| Stage clear | 1 | Upon landing on the goal platform. | 0% |
| Cha-ching | 1 | Upon the total score appearing upon clearing a level. | 0% |
| Cursor move | 1 | Occurs the movement of the cursor in the game's menus. | 0% |
| Menu select | 1 | Occurs when a menu item is selected. | 75% |
| Menu cancel | 1 | Occurs when either "back" is chosen on the menus or the cancel button is pressed when navigating menus. | 92% |
| Zap | 1 | An enemy has something causes a zap kind of sound effect | > 99% |
| Snap | 1 or more | Some enemies use a snapping sound effect when they strike. | 0% |
| Hum | 1 or 2 | A humming sound that fades in and out, like the sound effect of the cura spell in Final Fantasy 12. | 0% |
| Crackle | 1 or more | When near a fire, the familiar crackling sound occurs. | 0% |