Comes quite close to the Creative 8MBGMSFX
Sure i have a "better" version of the SC2K music, i use converted MIDI of SC2K also for "Streets" and "Copter" not the best music but suits to the SC2K games. The files of the DOS and Win95 version differ slightly, the Win95 version MIDI are made to be played by the meager Win32 MIDI soundfont (ca. 4Mb) and leak of reverb and other system exclusive commands which the Win32 MIDI disregards. The best version so far is the DOS SCC-1/SC-88 (roland sound canvas) version. The DOS release includes a MT-32 SMF version and a Tandy/PCspeaker version and are played back (you guessed it) using the Miles AIL2 drivers (later RAD Gametools AIL2 release, the drivers are named usually a32... .dll) thus they playback perfect using PX and the AIL2 drivers (Miles release). The MT-32 version of SC2K is as good as and has an own sound. In the end it depends more on the soundfont you use today as on the (virtual) MIDI synth. The AWE sound was quite good for it's time but keep in mind that even the AWE64 doesn't uses a larger soundfont as 4 MB (it's on a ROM. i have a copy of it as soundfont to use it's quite meager similar to the Win32 soundfont, both i guess are trademarked by Roland, in principles the latter Soundblaster cards offer exactly the same ROM soundfont as the AWE plus a soft soundfont with 8MB, named "8MBGMSFX" as long as i had my SB in my machine i only used this soundfont which changed with my laptops which else can only playback a MIDI using the meager Win32 soundfont, still the 8MBGMSFX is a good and well balanced soundfont), Fatboy which is a recent one has a size of ~400MB, it's not that size would be everything, i downloaded a 4GB soundfont which doesn't sounds as good as Fatboy, it's also important how good the instruments are balanced and not especially that every sample is stereo 32bit @ 96kHz that won't make a big difference in the final mix and only blows up the size uselessly, a "lousy" mono 8bit @ 22kHz from GUS can sound as good as (the final stereo panning doesn't refer to the sample if it's stereo or not, the samples are only a matrix how to generate the sound and not a simple soundsample which is played back, already the MT-32 uses samples but they are very very small, enough to tell the synthesizer how a trumpet or violin should sound). Imho with todays virtual MIDI synths such as "Virtual MIDI Synth", "Bass MIDI", "Fluidsynth" you get much more out of the MIDI as with the old hardware.
Personally i play SC2K (and i do still play SC2K) using Munt, it sounds super for the SC2K MIDI.
I made this clip as comparison how each sound-font or MIDI device sounds like, the MT-32 version seems to be broken, it can give problems since the MT-32 expects the channels either on ch1 - ch8 plus ch10 percussion (alternative setup) or on channel ch2 - ch9 plus ch10, the reason is that on the MT-32 ch1 is hardcoded the Piano, if you like to use a different Piano sound (the hard coded is brittle) you will need to use ch2 - ch9 which is the standard setup for the MT-32. It is possible to bypass the piano on ch1 (alternative setup) but you can never have more as 8 channels plus percussion. I use Munt in standard mode (ch2 - ch9) but it can be the files use ch1 - ch8 (probably i changed that once myself).
I'm still learning, i found out that a system exclusive command exists to program the MT-32 to use either the standard or alternative setup (else you would have to switch on a real device or tell Munt to use the setup you need), but this i recognized a month ago while the SC2K files i prepped last year.
[spoiler title="Less"]
In my humble opinion

Fatboy easy beats the rest and the MT-32 still sounds better as the AWEROM font. At the very end of the clip i play a fluteconcerto from Mozart this will show the real difference, Fatboy is good for games but brilliant for classical music vice versa the classical track shows off well the leak in saturation of the AWEROM font while it still sounds good on the MT-32 using a GM to MT emu sysex. (no warranty for exactness of the AWEROM font, the creator states that he extracted the samples from the ROM but how far they are identical and get used identical by the virtual synth is uncertain).
I would still own an AWE32 but i dunno if i have still a proper board for it, it depends on an ISA slot which is obsolete since at least '98. However it doesn't sound as good that it would make much sense, it has sounded good for 1995 but on the other hand imho the GUS sounds as good as the AWE, better even, can emulate a MT-32 and offers other tid bits an AWE or creative blaster won't. If i would have to choose between them in 1993 i would have chosen the GUS with 1MB RAM. The GUS soundfont is very good balanced and sounds well from classical over jazz to rock. It leaves everything up to the user how he likes to hear his MIDI and since the samples are stored in a directory you can exchange the samples with better ones whenever you like (i.e. pro patches or pro patches lite). One can use the quite large propats but has to setup for each game a special .ini to move only those instrument patches to the 1MB RAM which are really needed by the game. The patches are free and easy to edit you can control, loudness, start, end, loop condition, tone shifting with little effort (there would be even a windows software to make it easy to work on patches or create own from raw samples).
The AWE besides is a so called "Wavetable Synthesizer" (like MS-WS) which uses a wavetable (the soundfont on the ROM) to generate the sounds with, DOS SC2K has a set of files especially for wavetable synthesizers this version is identical to the MIDI in the Win95 release of SC2K, obviously since it is meant for the MS - wavetable synthesizer, its sound-font is "soft" and 2MB "large", as comparison the standard GUS folder is about 8MB of samples while only 1MB can be loaded, the Ultramid TSR does a good job and recognizes itself which instruments are used by a track and exchanges them in the RAM, the latter "loadpats" program (loads in front of the app to run) which is usually used with Miles AIL3 doesn't acts intelligent and depends on an .ini file in which i have to state which patches are the preferred and in which quality it should be loaded to RAM, wherefore again the TSR "MegaEm" acts again intelligent and loads only used instruments. Ultramid can be adviced to use only 16bit quality, MegaEm not it decides upon the amount of free RAM if 8bit or 16bit quality will be used and lowers even the samplerate if space gets tight, i.e. on a basic GUS with 256kB. In general AIL2 Ultramid is the better choice if a game supports it even if GUS itself states that "MegaEm" completely replaces Ultramid it doesn't, it's just that MegaEm will run with any game as long as there is space for the TSR and if it doesn't runs in protected mode, such games which are gen. '95 usually use the AIL2/AIL3 "loadpats" which loads the patches in advance to the GUS RAM, in DOSBox i managed it to run such games even with Ultramid and the AIL2 driver, it's major to "loadpats" since loadpats can miss to load an instrument patch or even some patches depending on the size of the patches, i.e. propats or propats lite and if the .ini is made proper, unfortunately most games come with a standard .ini for loadpats they don't respect that the GUS can load only 1MB of patches and thus often the "wrong" patches will be loaded and half of the instruments are missing afterwards. You see the GUS is a very flexible soundcard, a bit a tohou-wabohou and the whole project looks rather like a open-source community project as something you know from industry, i assume Gravis was a quite small factory and the devs put in GUS any idea they had. Like MegaEm which is the only program i know so far which can handle SMF (MT-32 compatible MIDI) and it does it in a intelligent manner i can't reproduce by simply re-assigning the instruments to GM/GS. GUS would have offered you to play the most MIDI with the proper sound, else a MT-32 can't playback GM proper and vice versa a SC-88 (or any GM/GS synth) can't play MT-32 music, but MegaEm supports both as long as the MT-32 isn't programmed (which is the case for many games, i.e. Dune II, F1GP's SFX, FE2's SFX, Wing Commander's SFX, and, and, and... mostly the SFX leak but Dune II uses a complete own instrument set for the MT-32 almost all used instruments are programmed, fortunately they made a GM/GS version for this game else it would be not to listen)
Since DOSBox pipes all to the MIDI port on your machine (in principles again the MSWS) i'm not sure if it proper regards the system exclusives for soundcanvas (SCC-1/SC-88), the player will pipe it to the device but i assume the device won't recognize it, dunno exactly in between that stands the virtual MIDI device, probably it can mange such things as GS reverb levels (a pure wavetable device like MSWS, AWE or GUS won't, that's why the GUS has a quite strong reverb).[/spoiler]
As evidence that i still play it:
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The city is called "Intypolis" and is a copy of the track layout in "Intellivision Autoracing", recently only one track of five is ready to race in "Streets". The clip of this Track i unfortunately threw away but i can make easy a new one. It's a wip (whatelse) when you export a race from the race editor it will (can) need some extra hacking to enable; messages, SFX, cops, crooks even certain to reach points you can mark or let the player pick up a special item, unfortunately i know only 10% of the API, it's a puzzle to find out with which i can reach what (trial and error until i have blisters on my fingers). Two years later i found out i have forgot already half of what i did before (i missed to note it back then). Most cities for "Copter" and "Streets" are grown, less planned, some are similar to SC3K starter towns and contain only the zones and streets and you can watch how they grow. Grown cities look better as if you plan one. Intypolis is a "new" experiment, it has only one gas-station each track and as i assumed this lowers the amount of items you will find on your path. That means for the recent race of 100 laps (the green track on the map, it's only 20 seconds long), take care you can't fix your car so easy and the gas-station is a little aside of the track, this will cost you the few extra seconds you can gain in a couple of rounds, mostly you will fail to win because of a destroyed car or your time is running out. The map is half and half, i started with a pre-made central city and grew the city to its extensions it has now, in this manner i made most cities for "Streets". It leaves a little game to play in SC2K where the goal isn't to manage the city as to build a good racing track step by step. Due to that most cities for "Streets" are along a long strip which winds up and down the mountain(s). This method has even an advantage for "Copter" - you can wait "years" for a police car, rescue car or fire truck (every city has only one police, hospital, fire dept.), means it forces you to do it yourself and not to depend on the emergency team because i can grant you before the fire truck reaches his target half of the city is burned down, especially when there is an additional traffic jam on the only road in the whole city. Intypolis differs a bit for this and it isn't meant to be used for "Copter". I have to admit that my tracks are quite difficult to play, "Streets" itself uses for racing tracks wide roads and wide turns and almost no crossings, i use narrow streets and harder turns, the city is sometimes a grid and i have to warn the player that a turn is ahead. It is less the goal to shoot the opponents down as it is to manage the race at all. "Copter" requires usually a bit a different city layout as "Streets" in "Copter" it is challenging if the city is located on the corners this forces you to fly longer ways, if you build a large central mountain you have additionally to climb the mountain to reach the corners. Sure the first city in the career isn't such a hard one, it starts with a central island and end with a city with almost no water (the map itself has no water, the terrain is raised to maximum so that the "off city" map is similar in altitude and offers very little pits you can dip your bucket in) and none of the city buildings is at the road, which means no car can reach a large building. On the very last map only a small road circle is present, riots must be managed! Best is shoot the rioters down, that works well in the "non violent" (cough) game "SimCopter", only rioters will be hit by shots from the Apache Heli, other Sims won't be hurt by your shots. Of course you need the Apache for this which is only present in the late mission maps.
I still like both additions to SC2K and they still offer what none of the later SC offered but was promised with a lot of hollow words by EA "fly & drive through your city" yeah but for real and with that much fun only in SC2K (resp. Streets or Copter). The graphics could make use of an overhaul, but unfortunately the dude who started "MisCopter" as a remake of "SimCopter" cancelled his project. Because in general the .sc2k maps can be used and was planned to be used by multiple games and they still could be used as map for such a game. It's still a good and unique concept.