
In a space only 16 pixels tall by 16 wide, you can create hundreds of faces showing a huge range of emotions. Check out issue 5, for example. Here we have no less than eight distinct emotions being expressed by the various characters, and they all result from alteration of a few pixels around the mouth and eyes. On top of that, we have to keep each character recognizeable and distinct from all the other characters. Sure, we made some people yellow, and some grey, and some green. But that will only get you so far. After a while, you begin running out of colors. So, at first glance, it may appear that we’re being lazy by making our comic out of icons. But it’s actually more work, in some ways, than traditional art.
I’m not trying to brag, here. Really, I’m not. I’m just amazed — I know, we’re the ones doing it, but it still amazes me — at what you can accomplish in such a tiny space. Early video games had to do this a lot. The original Mario, from the first Donkey Kong game, was just incredible. 16×16 pixels, yet so detailed you could tell he had a moustache. That’s just amazing. Nowadays, Mario is a fully rendered 3D object built out of hundreds of tiny triangles. He’s not even measured in pixels anymore. If he met Original Mario, the size difference would be so great he’d mistake his younger self for some type of insect.
An insect with a moustache.