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We wanted to reduce textures, because textures drew slowly, so he had to be blocks of color. We didn’t set out to do that, but it resulted. So we solved that by shoving his head into his body Tasmanian Devil style.
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By the time you add all the pixels up the character is too tall. And he had to emote, which meant an expressive face and mouth. So a pupil had to be 2 or so pixels tall so it always drew. There was no anti-aliasing so that meant it popped in and out. If it was small it might or might not draw. “The screen was so low resolution, that a pupil had to be big. “.He had to have a really big face,” Rubin continued. How would Sonic act if it rained, or if you told him he couldn’t have ice cream? Who knows. You certainly didn’t think he would talk slow, or eat slow, but there the second dimension ended. You could picture meeting Sonic as meeting a blue character with spikes and he would be fast. He was Sonic, which is to say he was blue and had spikes, but he was also fast. “We talked about ‘Three-Dimensional Characters,’ the fact that Mario was one dimensional… You really didn’t know how he would act if you met him in person, any more than Pac-Man or the other earlier characters,” Rubin explained. While Crash’s debut wouldn’t mark the first major platformer mascot to enter 3D space - Super Mario 64 had of course wowed the world earlier in 1996 - but Rubin explained how, in designing the character, giving his personality a third-dimension was key to the team’s philosophy, something that was lacking from mascots in the past.