Seeing as this is the first I'm seeing of this as well... I like it. The point where the tiles just under grass on the slope meets the vertical rectangles used everywhere is finally cleaned up, and it looks like Sonic won't appear to be standing on the tips of the blades of grass in many places anymore. A few concerns, though. With the old art style, we were able to get away with having grass right against the edge of a path without any special "edge" grass, and the level design already takes full advantage of this. This art doesn't look like we'll be allowed to "cheat" like that, so I'm hoping not to have to do a total revamp of the levels. Also, I see you're using the Intro Zone from the last beta for design... you do know that it's using different art data than the Cascade Valley acts, right? I couldn't find room for enough 16x16s to accommodate the S-tubes, the beach tiles, and the invisible solids used for a possible Super Sonic fly-in in one set, so it's split into two. I hope you don't have to make the art a second time for Cascade Valley. :s Other than that, though, I think the sexiest thing we could do for the art here would be to leech off somebody who understands how background layer deformation works and get the background to move relative to the portrayed distance behind the playfield. Also I'm not just telling you this over MSN because it's 1:30am and I don't feel like waiting for MSN to load and slow my computer down when I could just post this and then go to sleep quicker.