For a largely-2D, frame-animation-heavy game like Anthony's Cletus (which looks and runs great, BTW) I can sure see staying with 640x480. Every doubling of on-screen resolution is a *squaring* of memory/storage. I only aim for 1024 since my stuff is mostly 3D-based. Vidcard memory concerns are exactly why I cap my 2D overlay stuff at 1024 instead of higher. But, since higher 3D resolutions come "free" from programming/memory costs if the player has a good-enough vidcard, I certainly allow higher resolutions.