@Vaiz Check the gloves and the mountains. Edit - Although comparing, yes there does appear to be some difference; trees and mountains. @Damizean Two moments come to mind based on what you just said about the badniks being off-screen: In this part of act one, if the player stood up on the higher platform to the right, the mashers/choppers never appeared even though they should have been jumping into the screen. I'm not 100% sure, but I believe jumping down would always find the badnik near the lowest point of his leap, as if he was indeed being reset already. In contrast with this example here: If you jump from this platform to the next on the right, the motobug's antennae should still be visible at the bottom of the screen, sliding left and right as he rolls along. But no, they just never appear even though his position continues to be calculated - if you jump down you can see that this time he was still moving as expected. I could get a reliable rebound off this guy. Vertical resolution doesn't change how much of the world you can see vertically (correct?), so I think this specific case occurs at any resolution. Anyway, two slightly different issues I think, just related to what you were saying. One other thing that comes to mind, unrelated, is the controls. Do you think you could implement the 3 separate jump commands again, like the Megadrive? I know it sounds like total redundancy but it isn't for the people who are spin-dash-happy. On the Megadrive and in emulators, you can piano roll the three jump buttons to power up a spin-dash. In SFR, even if you assign 2 keys to jump in setup, you still can't roll between the 2 because, I'm assuming, they are the same command. You have to release one before pressing the other, making the spin-dash quite cumbersome. Looking forward to the next release, in part largely due to the reaction it will receive from the public again. While everyone is learning to grin and bear the "new" Sonic gameplay, here's a much needed reminder of what we were used to, and what it could be. I think any criticism SFR receives is that of a higher level; beneath the blue tint and collision errors there is still the general impression that SFR really blows everything away. Without wanting to channel any more of the grim humour that comes from referring to Ken Balough or what Sonic 4 should have been, I have to say that SFR really is looking like the proverbial it when you compare it to Sonic 4. I play SFR and it really is classic Sonic made modern. It really feels right and like it contributes to the series in the way we've wanted all these years. It has that feeling, Sonic 4 doesn't. And with such good looks it will be great to see everyone remember what SFR is, again, on the next release. After trying to get used to Sonic 4, it will be a great "Oh yeah... we don't need to accept this s***!"