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Similar to #4 this was caused by the updated AVR core... the problem in this particular game though is the invert screen command used, which is coming though as pixel data mistakenly (doesn't happen in other sketches using the same invert command though!) and so there are too many pixels on the screen, and so it rolls... again, an easy temporary workaround is this re-compiled version of the game, where I have simply commented out the #define for USE_INVERT:
During gameplay of Juno First, the playfield rolls horizontally.
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