Well, the whole thing was made in 2002 I think, so it being 90ish is probably accurate. We were all poor college kids still rockin our Dreamcasts when we made this, so it kind of shows

It was meant as a cheeky throwback even then.
The graphics engine is OpenGL, just using simple box models that I made in Milkshape 3D for the plaftforms. There are only 3 (i think) platform models used, with just the textures swapped around. The rest of the level stuff is just billboarded polygons with textures. The level editor let you resize simple billboards and move them on the Z-axis, which is how we got the layered look going. But it is really simple stuff. All the level pieces (since they are not confined to a grid) were stored in a giant linked list. There was another list for the enemies. Collision with platforms was done by just casting two rays downward to check under a characters feet. Collision with enemies and bullets is all simple sphere collisions... just checking the distance between the centers of objects.
Probably the most impressive thing about the project is that we didn't build off any existing game engine or anything. Everything we needed was home cooked (Even if it was bad and simple :D )
The enemies all have scripted behavior, but very simple. All the graphics and animations were also defined in external files, so assets could be tested out without recompiling. Of course, almost all the enemies ended up having unique behavior code added in the end. But as far as I know, if you wanted to make an acid shooting bat or something, you could add it without recompiling...
I'll see if I can pull the source together soon for ya! Lots of funky pixel art to pick through if nothing else
