Trees, buildings and enemies are drawn in filled light-sourced polygons. Shadows of the lander and enemies are projected vertically onto the ground, which does not cater for landscape curvature but is fast. Consequently, shadows are not shown on other scenery. The shadows allow the player to follow movements of enemy craft by their shadows, even when they are not visible on the screen. In Virus, there is no light-sourcing. The game also provides particle system effects to depict the thrust from the lander, explosions, the virus spreading over the landscape, and assorted other phenomena such as splashes when shots strike water, and puffs of dust when they strike land. At altitude, when the ground cannot be seen, dust particles in the air give the impression of movement and speed.
