This is a complicated thing IMO. Depending on the bug, speed alone might not be the problem - but rather, how the threads are allowed to switch (and hence violate critical sections). An example would be the case of the Disaster Report game. It would only occur if the user was to use a HDD unit, but cannot be made to go away, regardless of how slow you make data transfers. I did try making it ridiculously slow with longer delays, but it did nothing. In fact, the bug wasn't related to data transfers at all, but the sound driver was breaking a rule that went along the lines of saying that the the atick function of modmidi and modhsyn should be called, if sound data is removed or added. The same sound driver module also seemed to have an issue with correctly protecting its critical sections, likely due to the assumption by the developers that the atick thread will always run when the RPC thread does not, not holding. By right, nobody is supposed to perform timing based on the transfer rate of the CD/DVD drive. So I would deem all these faulty behaviour to be due to game bugs. Unless somebody finds something wrong with OPL itself, but then such a thing would probably have affected all types of devices.