game's audio uses a specially made engine, called Asylum Sound System, which employs MOD files rather than General MIDI, in order to provide good quality without relying on expensive hardware. Each mission and intermission level has its own track. The soundtracks for both games were composed by Andrew Sega and Dan Grandpre of the now-defunct Straylight Productions. The game is single player only, though a cooperative multiplayer mode supporting up to four players was being included in the game up until just before its release. The Crusader games feature full motion video (FMV) sequences with live actors; FMVs are used in cutscenes to further the story, generally through interaction with other characters. These conversations are generally one-sided, as the player character never speaks. Like many Origin games, No Remorse shipped with significant in-universe back-story material, including a fold-out propaganda poster, newspaper and guides from the WEC and the Resistance. Crusader contains several references to Origin's Wing Commander series and is also referenced by other games. The introduction of the game shows a dating system as used in Wing Commander (a year number, followed by a decimal signifying a day). According to Wing Commander backstory, the Terran Confederation is a government that replaced the WEC and the Wing Commander Arena manual "Star*Soldier" has an advertisement for an in-game movie titled No Regret, which is portrayed in the manual as based on true events. Furthermore, an article in the newspaper added to the No Remorse box mentions SHODAN and the Citadel space station in a reference to System Shock, and the blood-soaked operating tables seen throughout certain levels are of the same model used in Bioforge, on which its main character LEX was created on. According to the game's lead designer Tony Zurovec these references are solely easter eggs and Crusader is not sharing a universe with any other game series. Because Crusader: No Remorse was written in C++ and assembly language, a straight port to gaming consoles was not possible, meaning the code had to be rewritten from scratch for the PlayStation and Saturn versions. Since both the consoles have only 2 MB of RAM each, some aspects had to be scaled back for the conversion; the resolution was cut from 640x480 to 320x240, and the color palette was reduced. In turn, the unique features of each console were utilized to improve on the PC version in places; new music was