3-D shooter, the Total Eclipse method of generating terrain was an obvious asset. Aside from that, I designed Solar with the intentions of making it the most satisfying 3-D shooting experience, independent of any other factors. On the Saturn, we had more options technically, which gave me more freedom to design the environment and play experience the way I wanted it to be. We were able to have more and more complex, high speed enemy interaction, while maintaining a high frame rate. Actually, no code was taken from Total Eclipse.
Terrain generation is just a methodology.
We used the same mathematical formula to generate the terrain, but the Solar Eclipse engine was built from scratch. In terms of gameplay experience, we wrote all new code for a new platform, designed a completely new engine, created totally original features, in order to give gamers a completely original, 3-D shooting experience. The designers mapped out all of their levels using a combination of Adobe Photoshop, and Crystal's proprietary layout tools. What was interesting from a designer point of view, was how the designers and artists had a closed communication loop. The artists would draw an enemy in 3-D Studio, and we designers would process it through tools, and actually drop it into actual game levels.