About limitations: only because we are not doing it for the Genesis doesn't mean we are free to do everything we want. An example: E02 can handle up to 256 colors (if I got it right from the programming topic). However, we can't use all those colors. Why? Underwater palette. At most, we can use half of them (128). Sure, we could use some fancy trasparency effects, but, come on, do you truly want them (or, do you truly think we need them)? 128 doesn't seems that much (true, its double of what we had on the Genesis, but it isn't exaggerated), and if we divide it for specific tasks (like what Chimpo did: 1 palette line for Sonic, 1 for badniks and so on) it won't be terribly different than what we do on the Genesis. Another example about colors and palette: If we decide to have a 64 colors palette like the Genesis, but we make the game for the PC, we will still have more freedom. Why? 512 (please hope I'm not wrong on this one) colors vs 16 millions of colors to chose from. I already said it, but it won't hurt if we I repeat it once more. Limitations should not be our priority now, the most important thing now is to decide what do we want from the project. Anything else comes after. My suggestion is: if we must do a community project, shouldn't we try to do something more than just a hack? I wonder how far could the "Classic Sonic Style" go without changing the working formula. What if we actually try to do something through these lines?