(This is not built on top of the game in any way apart from having the same sprites and music. It is completely different code which is why it has different physics and stuff) This is a proof of concept on how you could get higher quality backgrounds in the game. This is due to the change made in Scratch 3 which rasterises vector sprites to the default 480x360 resolution (it may actually be 960x720 idk, even that is still too low) which makes the background look blurry. This uses a kinda cool tile system I made in about 2-3 hours. This was done in the 0.5.0 version of the game, so that's why the level looks outdated. Explanation: So I exported the track sprite, mud sprite, and background sprite to my computer and since they are all vector sprites they are lossless. I imported them into Adobe Illustrator (this could probably be done in another program like Inkscape) and exported them as one combined .png file at 9x the scale (as that is how high the original game scales the sprite, so essentially it is at a 1:1 scale without any extra scaling). Then in Photoshop, I divided the image into 480x360 chunks and exported them as 143 separate tiles (this can also be done in other programs and even with online tile splitters). This means each separate tile is a small part of the track but you can program in a tile system (as I have done here) to set up the tiles correctly. This could technically be done with the vector shapes but it is so much easier to use raster images and almost isn't any different. I guess it would make the files smaller but that's about all. You could literally do this with any sort of large scrolling background in any game but especially for these tracks since they are being scaled by 9x. That's blowing up a 480x360 to such a large size it is like watching a 144p video of NES Super Mario Bros on youtube. Now if this is used in the game (or if anyone else sees this and does it in their game) you need to make sure to: 1. Choose if you want to sacrifice size for quality but you are reading this so you probably don't care, and you will only hit the size limit if you have really really really big maps (like thousands of tiles), really dense tiles (so smaller, higher quality tiles) or how many colours you use and how they are compressed as even this map is only 527kb. 2. To optimise the heck out of the code as I have to make sure it runs well because if you are drawing too many sprites with pen then the game will start running slow, and if you are using too many clones, then you can’t get any more on screen along with managing the layering priority. You only need to use one of the two. There are drawbacks to this system but if you do it right then the tracks in this game (or large worlds in any other) will be of much higher quality. It may also make the game take a good bit longer to load depending on how big you make the tiles and how many you make. If you have any questions or need any help then you can comment here or message me on Twitter at as my dm’s are always open.