It occurs to me that the post above may have given the wrong impression. While objects are not interchangeable, it's completely acceptable to mix Sphere 1.x and 2.0 code (even rendering code) in the same codebase. You can even use Sphere 1.x drawing primitives (Rectangle() et al.) and then call screen.flip(), which will honor the current screen.frameRate. Same for using Galileo in code that calls FlipScreen() and SetFrameRate().
What you can't do is stuff like this:
var ss = LoadSpriteset('scott.rss');
var image = new Image('images/scott.png'); // Sphere 2.0 Image object
ss.images[0] = image; // Error: expects a Sphere 1.x Image
Or this:
var surf = CreateSurface(100, 100, Color.Black); // Error again: Color.Black is a Sphere 2.0 Color object
Thus it can sometimes get awkward when using the classic map engine in Sphere 2.0 code because you pass Images and Colors around so much and it gets tempting to try to pass in the new-style objects you may already have on hand.