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Oh that's good to know then about the page. The fragmenting boss is sadly a limitation of the version of the engine that Kudzu was built in - it's as stable as we can get it (if I try anything else it splits into left and right halves instead of front and back halves.) There weren't "big sprites" until later versions of GB Studio. Likewise, enemy positions reset because the pause menu is a separate scene (the only way to do it at this level) so you're reloading the scene every time. To keep all the enemies in their same positions with the tools I have would require A LOT of extra variables that Game Boy roms don't have. It's all this little stuff that I know folks expect because Link's Awakening and other commercial 90's games have, but they were dealing with different tools/capabilities (coding with highly efficient languages for speaking directly to GB hardware), and it goes to show you how much actually goes into these games!