Dan_K asks

"What was the most difficult part about making Spyro?"

Insomniacs say

"The trickiest part was in the design of it and trying to get it fast - which made it harder, making the focus fighting enemies whereas in Mario it was collecting stars and solving puzzles. Once we solved that problem, we had deadlines to meet - there were definitely a lot of hours."

guest2940 asks

"What type of development tools do you guys use?"

Insomniacs say

"Um ... for modeling Alias Power Animator and in-house tools, we have one called karma that does texturing lighting and once a model of an enemy or Spyro is created we use that to texture and add shading so it looks realistic. With Alias Power Animator we do stuff and then we create the textures in Photoshop on a Mac."

MrSimpson asks

"What's this Karma engine I've been hearing about?"

Insomniacs say

"A tool set that runs on SGI computers ... I wrote it originally for Disruptor™ and it's been growing ever since ... an in-house tool, every video game company has those ... there aren't very many tools that handle texture assignment so you have to write your own tools. Brian's a programmer and I'm an artist and that tool made the artist's job easier .. everything went through karma and it was nice to have."

HSHost says

"Have you been working together a long time?"

Insomniacs say

"Seems so!"

Insomniacs {action}

laugh!"

Insomniacs say

"In human years, just one .. but it seems like a lot more."

2Cool2B asks

"Do you think this will beat out games like Mario because they are really hardcore and have superb graphics? How does it compare like to Banjo Koozie?"

Insomniacs say

"Really hard to say cause they're on different systems, but it's a different style, we're trying to make it accessible to all people .. that one was hard because the of the camera system, though I enjoyed the games very much. We try to make Spyro fun for everyone .. a beginner or novice can probably finish Spyro easily or moderately whereas 100% Treasure is rather difficult."

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