I'm trying to deallocate images dynamically (during runtime). For example, when the title screen clears, images and buttons should be deleted. The same should occur between stages. My game contains many (50+ MB) images, and it would be inefficient otherwise. However, LPDIRECTDRAWSURFACE :: Release() ends the program immediately. In the game loop, should released (0/NULL) images not be drawn? Remember, I'm releasing surfaces used as images not the main or back buffers. No one yet has been able to answer this question, though it sounds very simple. Help will be returned.