I'm going to have to say I agree with Mike on this one; while the idea of releasing a soundtrack before the game sounds cool even to me, just like movies and such do, you'll notice (as far as I can think) game soundtracks don't come out before the game does. We don't want to "spoil" the emotional content of the game in special areas by releasing the tracks ahead of time. Personally I think some tracks could be safe.. like looping forest-exploring ambiance music and such.. but then I'm not sure how great of a soundtrack that would make.

It really is a problem with preserving the player's first experience of the game. I also rather like the coverart.
Looks like Mike and I both like track 7!

It's a rather good piece, and has a fairly constant mood to it. Perhaps we shouldn't start by trying to loop it.. (could be used for the menu, but I'd rather reserve that for once we've come upon a final "theme" for the EA, which may take some time to nail down) We do have lots of forest completed in JPDS1, with plenty of screenshots out. Rest assured there's going to be some impressive all-new forests in JPDS1, but I think you could begin to get an idea of what sort of music exploring a foreboding (yet not entirely
dark, yet) forest.. I designed the bird ambiance around the entry-forest area of the game to represent the mood I want. You could play around in TresEd with the random bird trigger there and see what you think..
We could also use music for the swamp - that one I don't think should be looped, I'm quite pleased with the background ambiance I have set up in that level, so just some entry music would be good, and maybe a variation of that for the swamp shack. Plenty of good pics of that have been put online.. I don't have time right now but if you want, I can find the images that are online and post them in here.
About track 4 for the ending, I believe Mike actually had a track he imagined the ending going to.. which inspired his version of the cutscene for it. However, realize that the end of JPDS3 is not for some years yet, so it's not really something we can take time on for now..
On track 3, that's definitely reminiscent of the JP/// track played during the Hatchery sequence. Keep in mind though, that the entire EA isn't about looking at failed baby dino experiments. The JP/// track was actually inspired primarily by the infant raptor scene from JP1, and really, our EA permiates a greatly evolved atmosphere from what we saw in the movie. It's all about encountering death and destruction (dead RF members), rather bloody at times in fact, and mysterious corridors on all sides.. and being frustrated by the fact of trying to find your brother deep in this death-smelling maze of rooms that seems to go nowhere. Of course the Hatchery is to be found in the levels, so there will be some of this.. though I was actually going to take the music straight out of JP/// for that location. Variation on the music could be used for looping ambiance elsewhere..