As far as learn game sounds menues go, I certainly agree with Yakir that there are lots of things that don't need to be in learn game sounds menues, and can actually spoil the game, ----- such as the sounds of enemies and certain objects. also for obvious reasons, player footsteps or footstep echoes probably don't need to be represented.
However, for navigational sounds necessary to play the game, such as door and object beacons, sounds indicating passage turns (as in Sod), and targiting sounds, I deffinately think there should be one, sinse it can save a deal of confusion. Also, when a game features similar representative sounds, a game menue might help, ----- as I said, in technoshock at first I wasn't sure which was a door indicator, which an enemy robot, and whether I'd got the scope in fact working, sinse they were all various sorts of bleep, and there was nothing to let me know I didn't in fact have the scope.
a lot of main stream games do in fact have pictures of items such as power-ups in their game manual's along with descriptions of what they do, as has already been said, most modern main stream games feature tutorials as well to explain game mechanics.
I don't think there needs to be a big menue ----- just one with a few basic sounds at the beginning, as in Shades.
It might also help to say in the manual that you don't start with the scope, to stop confusion about this.
Certainly I appreciate that Technoshock is intended as a hard game, and I'm pleased somebody has made one. I'll be interested to see what happens with the game in the future.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)