 The PlayStation had a 512 x 240 video mode and used up video memory that would normally be used for textures , but was effective in rendering shaded ( if <unk> ) polygons . Rubin pointed out that since the polygons on the characters were just a few pixels in size , shaded characters would look better than textured ones . Thus , polygons were emphasized over textures ; this was advantageous in that it allowed the programmers more polygons to work with and allowed them to work around the PlayStation 's lack of texture correction or polygon clipping . To give the game more of a resemblance to an animated cartoon , vertex animation was implemented rather than the standard skeletal animation with " one @-@ joint " weighting ; this allowed the programmers to use the more sophisticated three @-@ to @-@ four @-@ joint weighting available in PowerAnimator . Because the PlayStation was unable to match this at runtime , the location of every vertex was stored in every frame at 30 frames a second . Gavin , Baggett , and Cerny attempted to invent assembly language vertex compressors for this manner of animation ; Cerny 's version was the most successful and the most complicated . 
