Many of "Plok!"s visuals were formulated during its "Fleapit" stage, where it was being programmed for the Razz Board. The hardware had an unusual system that executed higher-depth graphics and performed better with less data; unlike other hardwares that use bitmap grids that encode colors and transparency through binary numbers, the Razz Board hardware stored pixels as bytes, with the first six bits determining color, the seventh bit setting its vertical position relative to its predecessor, and the eighth its horizontal. For instance, using a bitmap system to create a 32-pixel line requires a grid of 1,024 pixels (32x32) with 992 of them transparent, while making the same line took only 32 bytes in Razz Board. This meant sprites weren't restrained to perfectly square sizes, which Ste took advantage of when creating the text font although setting an arbitrary limit of 22x29. For the SNES game, Brooke designed two new fonts for 16x16 and 8x8 bitmap grids: one based on Ste's font for "Fleapit", in turn based on his lettering in concept drawings, and another for the silent movie-esque screens in the Legacy Island levels. Software Creations' leader and "Plok!" executive producer Mike Webb reported compressing 50% on the game's 16-megabyte graphics data (equivalent to "Street Fighter II") to eight megabytes.