I think he means the code he made to optimise the scene is deleting large objects before they have fully gone off the side of the screen, thats because the in screen function just gives the middle of the object, so as soon as the middle is off the screen his optimiser is deleting the object and you see it go before it is properly out of site, the way to solve this is to check if the width/height of the object is in screen, so instead of.....
if (object in screen (x))=0 then deleteobject(x)
you do something like
if (object screen x (x)-(width/2))>screenwidth or (object screen x(x)+(width/2)<0 then deleteobject (x)
and the same if you will have the objects in the verticle plain deleted as the camera pans up and down for the y direction, basicly you have to allow for the width of the object by adding that to the screen position before you test if it is offscreen, the other way is to have the scene rendered in on camera veiw and delete objects as they go off the edge and use another veiw for the game that is narrower, hence you wouldnt see what got clipped so long as it was small enough to be out of sight of the narrow feild before it was removed, but that means swapping views and might slow the game too much, cheers.
Mentor.