Uniform regions (solid backgrounds, smooth gradients) get stored as large blocks. Detailed regions (edges, textures) get subdivided into smaller blocks. You end up with a compressed representation that preserves detail where it exists and simplifies where it can.
The fun and well-photographed interview in Softalk in 1983 starts like this:
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Rendering a character as a lower block and then as an upper block gives you two “frames” of motion within the same character and looks much smoother.
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