We're going with Divided Render. Here are the explanations: Tile Rendering - Displaying the game using a bunch of 36x36 squares, kind of like Mario Maker. Pros: Zero to low amounts of blur. Easy to change. Cons: Fairly fast if you use stamps, but might cause lag on older computers. Doesn't allow as much customizability, and it's hard to find a specific tile, or figure out a way to edit. Collision might be hard to set up, unless you use a separate sprite, which is easy. Divided Render - Splitting the level up into screen-size chunks. Pros: Easy to customize, and the most popular choice for platformer games. Very fast rendering. It's best to use clones, and the levels hopefully won't be big enough to reach the 300 clone limit. Cons: A small but noticeable amount of blur. Coding this if you want to let the screen move vertically might be hard. You also have to split any graphics up into a specific size, which won't be too hard if you know you're doing Divided Render before you design the levels. Full Render: Just having a large image, not split up at all. Pros: Easy to design, easy to code. Cons: It looks so blurry you can't even see anything, as seen with the previous versions of SM642D. It might seem like less cons, but this is a huge problem, especially with collision.
The vote ended on Jan 25 2022. Sorry! Music from the SM642D original credits, a remix of the SMW credits with the SM64 soundfont from some other project that I don't remember