and also enabled the game to run at 60 frames per second. Rather than the typical singular character sprite, Vectorman's body consists of 23 individual sprites programmed to move in unison. According to designer Rich Karpp, Sega had very little involvement with the game until the end of development. Many ideas were tweaked and changed over the course of development. Initially all characters were composed entirely of spheres, but as development progressed, the designers ended up using other shapes for the characters as well, feeling the characters were too abstract, and lacked recognizable forms without it. The "sphere-only" character approach characters would have allowed for more varied perspectives and scaling, including the changing of viewpoints, but this was eliminated upon the creation of more detailed character models. With the emphasis on smooth animations, the team had worked on the idea of having more "windup" and "aiming" type animations while shooting, but the added delay in action from the extra animations hampered the game's playability, and the idea was scrapped. Vectorman's character model went through many changes as well, and was not finalized until late into development. The game's villain, Warhead, was originally named Raster; the dynamic of Vectorman versus Raster would have mirrored how vector graphics are the opposite of raster graphics. At least one stage was cut during development, in which Vectorman rode a horizontally aligned wicker rocket on a track, with scrolling columns used to make the rocket rotate rather than simply follow a straight path. Karpp said that the level had a unique look but was not fun to play because Vectorman could not freely explore and the lack of room to maneuver made it difficult to line up shots at flying enemies. The game's music was composed by Jon Holland, a musician and filmmaker who was relatively new to video game soundtrack composing. Holland attempted to create a "rhythmic" and almost "danceable" electronic sound to the music, though he lamented that it was difficult to achieve the sound he was aiming for with the Genesis sound chip. The resulting soundtrack was described as "slower and moodier" than most platformer games from the 16-bit era. A year after the game's release, the game's soundtrack was released under the name Sega Tunes: Vectorman CD, featuring higher sound quality arrangements of the songs originally aimed for by Holland. The game was released on the Sega Genesis on October 24,