I'm already collaborating with Andrew75, he shared with me some levels from AXSX. As for the code, it's useless to me since you just can't make Unreal Engine script work on the Saturn, plus all the optimisation they don't need on a quad-core 3 Ghz CPU vs the Saturn's 28 Mhz dual CPU. The Saturn Sonic X-Treme build is useless as well since it has poor performance. I am considering fisheye lens, but that would pretty much be the last thing on my list. The rotating camera I have is working well and I think most people will prefer it to fisheye. If I find a way to implement it without much impact on the framerate, I might, but that will be much later on. For the water not being animated, you can see a previous build on Z-Treme with animated water on my first post here. I haven't implemented it in my last build since I want to auto-generate animated textures using my map converter, but I also want to generate paletted 4 bits sprites to use special effects (mainly the smooth fading effect to hide pop-in/out, which only works on paletted sprites I think). As for the Sonic sprite, that's a big no, since I already got the 3d model working, animated and all. I have no reason to downgrade to a 2d sprite. I might lower the framerate to 30 fps at one point since I like using gouraud shading and lighting effects and I'm not sure if I can optimize my engine enough for stable 60 fps on project AXSX maps.