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Every sound in Croc 2 had to fit in 512KB of memory. When Adam Fothergill needed more room, he knew exactly where to find it: the art team’s textures. They learned to dread his footsteps. Which, to be fair, he’d already compressed. 🐊🔊 #Croctober #Croc2 #BehindTheScenes

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This is what I love about these older games, needing to work around hardware limitations, which often resulted in flexing some real programming widardry.