Excellent. You must have been under a lot of pressure to get the SNES version running. If only you'd been allowed to use a dsp to speed things up. We can see the system struggling. Slow speed, small play window and decrunching of date. Would the use of the DSP or DSP2 fixed those issues or would it of been a case of needing one of the FX chips?
This guy is like a broken record when it comes to slagging off the Amiga. Can't use the controls apparently. Every time. If it's not a console he's just not interested.
@@glenaitken3471 Since he playing it on emulator can set up the emulator to have a button for jump up anyways.. I dont get it really.. Emulator for amiga for dreamcast I updated i have button for jump up as well on it .. Still rather jump for up when playing turrcian snes controls for the game ruin it for me.. why is it hard to use jump for up for any game i dont know feels more normal to me.. I dont know some of the best games ever made are on the Amiga he shows ports thats not the best games on a The Amiga by far.. since this is battle of the ports it's easy to slug off the Amiga
Sorry, but Another world was Originally developed for Amiga on 1991 AND LATER released for Atari ST, Apple IIGS and DOS (1992)... and finally for consoles too... (SNES versión blood and fluid scenes were cut out by Nintendo) Amiga versión, the original, have effects that DOS version doesn’t have... like the tremors in some critic situations... The video also lacks the Mac version that had higher res graphics...
The first cinematic game that I felt like I was in there. The best version is the Amiga's where it was first developed with custom tools. Fantastic job from Eric.
Fun fact: Fumito Ueda cites this and Flashback as inspirations for the animation style he was seeking to achieve for his characters in Ico and Shadow of the Colossus.
For once a worldwide successful game has been created on Amiga, you missed it ! Eric Chahi developed this game alone in its bedroom with its Amiga 500 and a VHS camera to create the rotoscoped elements. You don't have music in the original version because Jean François Freitas didn't have time to make more than introduction theme, one jingle when Lester reaches a window and show the outside, and the endpart theme. Another World is an essential production in the Amiga game history. It represents all the Amiga spirit of game development in Europe, the work of young people as Amiga gave us the ability to show there skill, picture their imagination, their art. As Another World has been a worldwide success, in some way it represented the Amiga dream of a lot of people back in time. Amiga (as many other computers of course) offered the opportunity to create games and know a worldwide success. Eric Chahi shown this with Another World. He was so successful in re-transcribing Lester Knight's sense of loneliness projected without any explanation into this desolate, completely unknown world. Like him, the player begins to discover the codes, the technology of these mysterious aliens. For example, the scene where Lester can look out of a barred window and he discovers a panorama of this strange world. You can feel real distress. How will he be able to escape? And if he does, what awaits him outside? The game also shows an unexpected story in this type of game at the time. If Prince Of Persia was impressive for its technical achievement and gameplay, it was just another game in which a hero had to save a princess. In Another World, the player identifies with this guy thrown into the unknown, whose only goal is to survive. And despite his immense initial loneliness, his salvation will come from this improbable friendship forged with a being so different. It was all so new. We can understand that at the time a whole generation of young developers were impressed and inspired by this game developed by one guy for a small computer equipped with barely 1MB of RAM and using floppy disks as the only storage medium, like Fumito Ueda.
The PC DOS version wasn't the first one made, and it wasn't even made by Eric Chahi but by Daniel Morais. The original releases are for the Atari ST and the Amiga 500 in november 1991. The PC version came out in 1992 and features an extra level since the original releases were deemed too short
Nop, Daniel Morais coded the PC MS-DOS port, Eric Chahi developed Another World alone, just with the help of Jean-François Freitas for musics and sounds. Then he gone to different publishers and finally it's Delphine Software that published a game that was near to ready to release.
Yup, seeing as I had the Amiga version, then playing the anniversary edition on the PC later I got really confused with the extra level as had never seen it before.
When I saw this in my teens I always got strong Oddworld vibes from it- given I had played that BEFORE knowing of this game's existence, it was interesting to see that kind of "grid" and screen based platforming gameplay from earlier games!
the best sound effects are on the DOS version, overall is the version I like the most, there are several missing things in other versions, the creepy sounds in the key/dna intro scene, the monster just after leaving the pool, etc
@@worsel555 A PC is a PC, created by IBM and that became the standard in the middle of 90's. Amiga, ST, Mac, Amstrad CPC, C64, Spectrum, Atari 8bits, x68000, FM Towns and so many more ARE NOT PC !!! Nowadays, tell a guy that his Mac is a PC and you will see his reaction 🤣 To think that an Amiga is a PC, I suppose you didn't live this era 🙄
I know others have mentioned it already, but the Amiga was the original. If I recall correctly, Eric Chahi saw Dragon's Lair on Amiga taking up a dozen disks and thought "I can do the same thing on 1 or 2 disks", so he did. It does play a lot like a Dragon's Lair-style game after all.
@@IanMichealNever heard more sounds playing from HD and the instruction manual doesn't talk about that. And I think that 1991 original PC conversion is an exact copy from the Amiga one, nothing more, nothing less. Ingame music has been added only from the 15th anniversary version. Did you know you can play the Amiga version in high resolution (640x512)? Of course, the screen switch from full screen to quarter!
@@IanMicheal You tickle my curiosity as it would be wonderful to discover a new feature as I played this game on a simple A500 with 512Kb expansion. Nowadays I have an expanded CDTV (2Mb Chip + 8mb fast) with HDD with a lot of games installed but never seen that on Another World. So I decided to make a simple try. I took my original copy (bought on the week of the launch in 1991), installed the two discs in a directory as indicated in the instruction manual and launched the game. Even without "startup-sequence", launched with a simple command line and all memory available, no message and no ingame music.
I first stumbled across this game when it was released on the Super Nintendo and I had rented it, not knowing what it was. After spending 5-10 minutes completely dumbfounded about what was going on and repeatedly getting dragged to my death, I was hooked. I have since went on to play just about every version of this game and was blown away by the 3DO port years ago. I HIGHLY suggest (after watching this video of course) searching UA-cam for Burgertime 8/9/2015: Out of This World as Rebecca Heineman (the programmer for the SNES and Apple IIgs versions) walks you through the porting process and the struggles, she has quite the amazing behind the scenes stories on getting that game made and others including the infamous 3DO DOOM port.
When I first saw this game back when it came out, it blew my mind! The graphics were amazing and the movements were unreal. The story was also one of the better ones. Loved this game! Side note: We're almost the same age, I was 17 in 91 :D
A cracking Sunday morning battle cheers Mark, it's definitely a Amiga game first for me and what a game it was to show off the machine, when you had so many lame overrated platformers on the machine it was a breath of fresh air to have something so original to show my friends when they came round. Nowadays though it just makes me angry lol, when I dust off the 3do it gets a play for the first level but once I have to start swinging that bloody cage I've had enough.
Aye, this is definitely one of those showcase games for the Amiga. It was very impressive for the time. Maybe not the greatest game but still very nice.
Delphine games, like this and Flashback, were easily the best earliest examples of cinematic gaming. And they are still very good to play. It's especially interesting comparing to nowadays cinematic stuff that mostly play itself.
I was playing Flashback those days... I hadn't played for at least a decade (probably much more)… but back at the day I played it so much to the point of beating the game on hard difficulty without dying in a single sitting. The game still holds incredibly wells it's an awesome game that aged gracefully.
@@RetroCore The graphics are affected by the GBA's low resolution but considering this could have been made in 2001 and been a good portable version way before the 20th anniversary version is an amazing feat to me. ua-cam.com/video/vOSXzJX0ZTk/v-deo.html It runs so well that it almost feels like the game is too fast.
One of those games where animation doesn't look dated after all those years. Also fun fact - it took 23 years for me to actually beat it. Was playing it then putting aside because I was getting busy with other stuff.
Nice video, thanks! The reason all those versions look so similar is that they Eric Chahi wrote them using a virtual machine he designed and which executed programs written in his own language. In order for port the game to another language all he had to do was port this virtual machine and the game would then just run on it. Note however that the lead machine was the Amiga (www.retrogamer.net/retro_games90/the-making-of-another-world/), Eric Chahi was a big Amiga fan by then and thought it was the best machine for the job. I suppose the reason the Amiga did not get any music is that he did not have enough time to complete this initial version and that they only added music for subsequent ports. And damn, this game is hard, you barely mention it but passing the first stages requires a lot of training to get the timing right. I only managed to get about half way through recently after buying the latest remaster for Mac (which is really nice).
I agree with you about the difficulty, I’ve basically given up on the game because it’s basically like Dragon’s Lair where you have push the right button at the right time and everything else leads to insta-death.
The gameplay is punitive, that's. But it's not hard. The fact is that it was the only flaw pointed by reviewers back in 1991, the game was too easy and short. My best friend bought it at its launch on Amiga. It was so beautiful, so nice to play and for once the story was not for kids. But we finished it in a few hours. That's why all other versions includes another level to give the game a little more lifetime 😉.
I had a copy of this for the Amiga. I not only completed it on my own, I wrote a walkthrough for it that told you exactly where to stand, when to create shields with the gun, etc. In recent years, someone recreated the intro on the C64. Naturally this sparks calls for the entire game to be ported, but I doubt that will ever happen. The intro looks great, but requires an EasyFlash cartridge (or an emulator) to run.
@@RetroCore No, I only uploaded it to local BBSs at the time. Even if I had thought of trying to get it published, the American Amiga magazines didn't really cater to games that much and the general games magazines probably wouldn't have accepted it because it was written for the Amiga version and therefore didn't cover the extra level in the DOS version. American video game magazines were notorious for ignoring the Amiga. One of them had a capsule review of Body Blows that said it wasn't that good because it only supported one joystick. At the bottom was, "Available for: MS-DOS" No mention of the Amiga at all. Another magazine had a review of Formula One that contained a line something like "The developers took a little known Amiga game called Vroom, ran it through their magic conversion process and produced this superior MS-DOS game." Which is crap because the Amiga version of Formula One had come out on the Amiga a year before. I wrote both magazines polite, but angry letters. Naturally nothing ever came of it. :( I still have all my Amiga disks, so if they haven't rotted away, the walkthrough should still exist. I'd have to dig through tons of floppies to find it though.
Oh Another World! I played this a bit on the SNES as a kid, but couldn't get very far in it. As with everybody else it blew my mind with the awesome cinematic intro and graphics. The SNES version also has really good music, soundeffects and presentation, but that's where my positive things about the game ends unfortunately. I finally managed to play through it a year or two ago and it was a complete nightmare to get through but for all the wrong reasons. The controls were completely unresponsive due to the awful slowdowns on the SNES. At a heavy actionscene towards the end i think I pressed the firebutton like 20 times without Lester firing a single shot (and no I was NOT out of ammo) because the game was running at like 3 fps and I died so many times because of it. Then there's the platforming that suffered the same fate that the controls just stop responding completely so I missed one jump after the another and died repeatedly over and over again. Then there were puzzles that didn't make any sense whatsoever. I always like a good challenging puzzle, but here I had to look up guides how to get through certain areas and without them I wouldn't ever had figured them out. Like the caves for instance where you have to traverse insanely difficult platforming sections only to blow up a wall that leads to nowhere. Oh so I wasted my time here I thought so I skipped it after dying trying to get back again. But it turned out it was critical to blow up that wall because if you didn't you were stuck and couldn't progress further so you had to kill yourself and start over again. How were you supposed to figure that out? Then the worst part of the game, the damn unfair trial and error bs. Every step you take is required to be memorized because either you set off an invisible trap and die or an enemy will come flying out from off screen and shoot you in the blink of an eye and you die again, and the checkpoints were very far and few between so you had to replay really long sections only to get suckerpunched by an enemy because the controller stopped working due to the slowdown. That drove me absolute mad. Another World is a game I really wanted to love because it was so gorgeous and ahead of its time and it was practically made by one single person which is just insane, but I just couldn't thanks to those huge faults described above and I kinda feel bad for it. Eric Chahi clearly put down a lot of love into this game, and it shows. But then I start actually playing it and the frustrations just kills the experience completely for me sadly. Sorry for the extremely long comment, I just wanted to share what my experiences were with the game instead of just saying "Oh this game sucked". It was cool to see there were quite some differences between the versions even back then. Maybe if I played the Mega Drive game I wouldn't have had the issues with the controls since it runs so much more smoothly. Maybe the NTSC version also was better optimized than the PAL one I played. Great video once again Mark!
I've read most of the comments and I don't see it so for those who have access to a flash card for GameBoy Avance, there is a very good port made using retro engeneering by a French guy called Cyril Cogordan. That version was eventually endorsed by Chahi himself as he provided sound material to help in the process.
As others have said this was Amiga game first so thats not port at all it also that was ported to other systems even on dreamcast Glad you did say if you install it on HD your get great music :)
@@HungarianDerrickRose yep, Retro Core sadly slipped up here, there was never any consideration given to an official conversion to the A8 range. Platform had been commercially dead for years at this point. It's just a homebrew attempt.
@@RetroCore That's why (and I keep telling many others this, spending that little extra time Fact Checking before including titles on videos, is simply essential). A quick visit to Atarimania or Atari Age and putting it on the search function, adds clarity within no time.
Right with you Mark on being blown away when it hit consoles/computers in the early 90s. I remember renting the SNES version and immediately thinking two things: This is like an interactive movie and I hate the sluggish control scheme.
I still remember the first time I ever played this. It was a French language pirated version that, I think, came from a review copy that was doing the rounds on the Amiga. Bought the English version after. Then multiple times on different formats over the years. Fun game.
i got this game as a demo for a pc my father bought in 1993. despite it being kinda old it was stilla graphical marvel. the animation and opening intro still amaze me.
The 3DO port of this one might not be my preferred way to play, but I really do miss the days when console ports could vary so wildly in style and content.
Edit: before you read my "fun fact", know that it is wrong. I messed up and you should read the whole thread. Fun fact: the SNES version has some sort of co-processor inside with its own crystal oscillator. If you change the crystal to a faster one, you can eliminate the slow down. I saw this on UA-cam and did it to my copy so I can assure first hand that it works 👍.
@@MaxwelThuThu Yup the developer of snes port did interview about that version and how much cost cutting went because of interplay. Interview in this link www.grokcode.com/106/interview-rebecca-heineman/
@@MaxwelThuThu It took me a while to answer you because I legit had to go through my old cartridges to check. That's the level of certainty I was in. But alas, I stand corrected! The cartridge that has a humongous crystal sticking out of it is Stunt Race... and Vortex, and Doom. So, you're right! Those are SFX games! But then it got me: where did I get the idea that Out of this World was one of these games? Here's how: at the same time that I was watching several tutorials on how to do these mods, I saw a tutorial on overclocking the SNES and how it increased the framerate of both OoTW and Flashback. But also, I watched a very instructive video of THE Interplay developer that ported OoTW to the SNES and she said it SHOULD have used the SFX chip. That's my best guess on how I did mix it up. Thank you. Here’s the original video with the developer who made the SNES port: Reddit - emulation - TIL the SNES port of Another World/Out Of This World originally used a SuperFX chip (Epic story within - 2015) www.reddit.com/r/emulation/comments/54htil/til_the_snes_port_of_another_worldout_of_this/
Ok, so, I'm a fan of your channel if you remember seeing some of my comments over the years. With that out of the way, I have a major correction that was somewhat called out in another comment. The pc ms-dos version is not the first version of the game released. It was a port of the original Amiga/Atari ST release. There's been a rash of disinformation on retro videos lately and most creators are leaving the videos up rather than correcting them and re-upping even after it's been proven to them. Which I get, it's extra work and uploading to UA-cam sucks. But do you really want wrong information out there forever? Think of the thousands of people who are being being misinformed. Anyway, this is day 1, if it were my channel I'd pull down the video, correct it and reupload it.
@@RetroCore I understand, I appreciate you taking some action on it. I'm not gonna bug you about it, it's your channel so obviously handle how you think is best. Without the source material, you could always just download the video from UA-cam and slap a few seconds of new footage on the front of it noting the correction, since a lot of people never see the comments. Again, not trying to be a jerk or bug you - and I won't say another word about it after this, just offering another possible solution.
I don't like the enhanced graphics of the 3DO port. Especially nowadays the more abstract graphics of the other versions look much more original and stylistically coherent.
Versions Initially edited for the first time in November 1991 on Amiga, the game was declined on many media, going through changes, enhancements or deteriorations… The AMIGA version : The first version, the one with best sound. On the other hand, it has been tested little, which results in a playability that lacks fluidity. That's the drawback of working alone in a garage... Moreover, Delphine Software didn't have testers. As a result, this version is for real hardcore gamers. This version was also shorter than the others. The Atari version was identical to the Amiga's, but with less sharp colours and a rougher sound. The PC DOS version : The articles released at the time criticized the short lifespan of the Amiga version. So Delphine Software suggested I extend it. I had a few ideas left which were enough to make an entire level. However, I didn't want to break the global rhythm of the game, so it was impossible to add anything after the end of the game. The ideal location was just before the arena when the friend rescues Lester at the end of a long dead-end corridor. I decided to reinforce the close relationship between the hero and the alien, by developing their mutual aid. The only problem is that I only had two months to achieve everything. I was back on working 16 hours a day, 7/7. Eventually, that level brought a lot to the game. This version was ported by Daniel Morais. The console versions SNES and Megadrive : Going through submissions to Nintendo and Sega wasn't an easy task...without speaking about the pressure with Interplay, who was responsible for porting the game engines on those platforms... The game was more difficult on consoles than on microcomputer because Interplay really wanted the players to have value for money (a console game is expensive), which implied that the game must have a long lifespan as well. That's why a guard has been added in the prison at the bottom of the lift, and lethal steam jets appeared in the maze-like ventilation system, all of this with a very limited time. Interplay had imposed on me new songs for all the game levels. They also wanted to replace all the music made by Jean-François. I had yielded for the extra songs, but I wanted to keep the music of the introduction, as it perfecly matched the atmosphere and the animation timing. This became a real struggle, and at the time, we would only communicate by fax, and my letters became firmer each day. Interplay was in a strong position with the development of the game and did not want to back down. So I took drastic measures. I thought of creating an endless fax. A huge fax of a meter long in which I wrote in big letters "keep the original intro music". I would insert it in the fax, enter the number, and when the transmission started, I would tape both ends of the letter together, which would create a circle that went on and on until there was no paper left in the offices of Interplay, at the other end. Even so, all this paper coming out of their machine had little impact. It was Anne-Marie Joassim, Delphine Software's lawyer, who sorted out the situation by applying pressure. She spoke in my favour and demanded once and for all that the original music was kept. The situation became delicate again when Nintendo of America decided that morally they couldn't release the game due to nudity and presence of blood. Here, there was no other choice but accepting these editorial demands. I was then forced to withdraw everything that was red and that could eventually look like blood. The smallest reddish bitmap was suppressed or replaced by another colour. Not only the hero's blood, but also any secretion from the bestiary of Another World. The pinkish slobber of the creatures became green during the process.   This scene was too erotic, apparantly. The crack of the naked aliens' bottoms was reduced by 3 pixels... Mac version Identical to the PC version, apart from the fact that it supports a higher resolution. 3D0 version Still developed by Interplay, it benefits from very detailed bitmap backgrounds. It's not an aesthetic achievement because, as mentioned above, backgrounds are overworked compared to the animations that are made of polygons and thus appear to be flat. Music had been remade completely, out goes Jean-François and I didn't have my say or the energy to fight, as I was precisely in the "heart of darkness": I still ignored then that this development was to last six years... megaCD version It combined two games, on one hand, Another World with CD quality brand new music, made this time by Jean-François, and on the other hand, the sequel named Heart of the Alien. Interplay insisted in making the sequel in order to make the most of the CD-ROM medium's capabilities. After discussion, I agreed. Rather than making a chronological development related to the first story, I decided that redesigning the game from the alien point of view was excellent, and would make the player discover Another World with other eyes. I could already picture scenes where Lester would be in the background fighting guards, while the player would control the alien in the foreground and then join our first hero, help him, etc... The concept was good but, alas, neither the animations nor the game, entirely developed by Interplay, were up to the job. It was a flop. GBA version Unofficially adapted in 2004 by Cyril Corgordan alias Foxy by creating a reverse engineering of the Atari ST version. I decided in the first place to ban its release in order to make a potential business, but specially authorised its distribution later, in 2005. It required a GBA emulator or a GBA with a Flash cartridge. It was a version for hobbyists. Cyril currently works in the Magic Production company and his C code was the stepping stone for the port of the Symbian mobile version. At the same time, another GBA port, still unofficial but made this time from the 3D0 version by Gil Megidish, required the original 3D0 CD. GP32 version A port from Philippe Simons, made with more unofficial reverse engineering by another enthusiast, Grégory Montoir. It won a prize during the GBAX 2005 competition. Mobile and Windows XP versions Nowadays, I have the privilege to have acquired recently the publishing rights from Delphine. The young company Magic Productions proposed to port the game on mobile phones. I decided to give a little boost to this group of enthusiasts. In collaboration with the crazy programmer who did the reverse engineering of the ST version, Cyril Corgordan, the game engine was coded for mobiles. With hindsight, I found some scenes of the game irritating, so I decided to smooth out the playability by altering the scripts. I even used my Amiga for the purpose. A kind of retro-programming. What a time travel ! To offset the low mobile resolution, I improved the level of shading from the original backgrounds. I really liked the obtained result, so the next natural move was to port the game to Windows. Emmanuel Rivoire was able to increase the resolution to 1280x800 pixels for more detailed images. The definiton was incredible compared to its original format 320x200, which is still available, as the idea was to make a game that was fully customisable, as well as respectful of the past. In one word, it's a collector's edition. www.anotherworld.fr/anotherworld_uk/page_versions.htm
It was developed on the Amiga, the animation system was written in Basic, there was an article in a magazine back in the day. Anyway... shut up! ;) - the ST version is awesome, I loved it.
I never played this one. Back in the day, I remember seeing it in console magazines and not liking the way it looked. Of course, in screenshots you can't see the game in motion, which would have been more impressive. These days, I appreciate the visuals more than I did back in the day. Seeing the game in motion here, it looks like and interesting a fun game. I'll have to make a note and try it out. Interesting to see the differences between the ports. The SNES version seems to be a good version, overall. Nice use of its sound chip.
I grew up on the super Nintendo version. I rented it from the store that my mom used to take us to, and it was amazing. I was so hooked, I never wanted to return it hahaha, but now growing up as an adult, I got to say, I love the 3 Dio version, it looks a lot better to me personally
people might find it strange, i first knew about this game in 1991 when it was still only for amiga and i was impressed, one year later, got the dos version and i was not impressed , later , much later on in life, in the early 2000s....i had a NOKIA NGAGE phone and guess what game i played on it and loved it ? yup, ANOTHER WORLD , my first time acutally playing it and finishing it and becoming a true believer was on a nokia phone and from that point, i bought this game so many times, from android , to ios to steam, to ps3 to ps4 to switch .... i just love this game so much and all thanks to the nokia NGAGE!
@@RetroCore not at all, i think back in 1992, the style of the game wasn't my cup of tea , but i guess after playing Flashback and Blackthorn and so many prince of persia games, i got interested in the genre and playing Another world again made me notice what an amazing game it was and i missed out on it, it didn't help that the game was a bit , maybe too hard for me at the time and i was maybe too busy with games like MK and SF2 .
This game is the offspring of Dragons Lair and Prince of Persia. I really wanted to like this, but just never found it fun. All the reviews raved about it, but it’s just a frustrating exercise in memory and timing. Like Dragons Lair, which I didn’t like. I think the graphics are really nice and aged very well.
@@RetroCore It was the real beginning of games with more depth, artistic identity, a story to tell in an action games. That's why it inspired so many famous video game creators. This game has to be considered as a part of videogames history. But yes, nowadays I don't think a young player can really have fun with Another World just for its simple game qualities 😉.
I can't even begin to imagine how anyone thought it was a good idea to try to make an Atari 800 port. This game was pulling out ALL the stops on 16-bit systems, I can't imagine a finished 800 version being worth anyone's time.
Although this game primarily belongs to the ST and Amiga, I still would like to get a copy of the Mega-CD version (ideally an original one but a repro would be just fine).
@@MiscFightVids the game was an amiga/st original, with November 1991 release date. It was then ported to the pc in 1992, a little research will take you a long way
If u have a great game to start with then all ports will be great too. This was and still is a brilliantly playable game.loved on the amiga which was the original machine it was released on.
Nice work as usual. I personally am not a fan of the visuals of the 3DO version since I feel the art style of the backgrounds and characters clash with each other and don't have a feel of consistency. The Mega CD version looks like the best of the bunch though!
Mark be like DJ Khalid these days..... Another One! Good Video, as always. I played the Amiga version loads as a kid, but feel the Mega CD had the best version. The 3DO version sucked back then and has aged worse than all the others.
You know what makes me sad about this game? the fact that the sequel just kills off Lester, and was not even being a Official sequel. At least the ending of both games are intense
I played on the PC first when I was like 11. After that Snes and on Mega Drive on friends house. The Sega CD version with the sequel was like a legend back in the day. The console was so expensive and I had just a few friends who own it. It’s strange that the sequel was never released outside the Sega CD. It could have had a PS1/Saturn version with both games for example.
@@orderofmagnitude-TPATP it definitely was the original. The game is made almost entirely on an Amiga by one man, so this video isn't quite fair to the Amiga by judging it as a port of the PC version/port.
Pretty sure the Atari ST was the original, followed closely by the Amiga. I believe the Apple IIgs, SNES and 3DO versions may have been handled by the same coder (Becky Heineman), but don't quote me.
1:07 Ehem!!! I hope that by "PC" you meant AMIGA right? had this game for the AMIGA but I didn't play it too much, it was mainly a game I used to show to my friends... The game wasn't too hard but after I died I got discouraged to play it again because you had to start from the beginning and the loading times were exasperating.
Right? It's a bit annoying that he didn't check simple facts about the game before making the video. Eric Chahi made this alone on his Amiga, using Amiga tools and developing some himself. Sound samples and video capture used for models are made with an Amiga. He only had help for the music. The PC version isn't even made by Chahi, the game's creator.
Although I love Out of this World, I'm pretty terrible at it. I prefer Flashback over it, and Fade to Black over both (probably one of my favorite games on PSX). Still, I was amazed by the game when I first saw it, especially the graphics. One of my school librarians had an Amiga 2000 for "work" and this was one of the small handful of games she would play. She couldn't have cared less whether she was supposed to be playing games (or going into the storage room and drinking...that eventually did get her fired), and that was where I first saw the game. Too bad she never let anyone else touch the Amiga and play it or anything...still, she was otherwise quite cool and inspired my sister to become a public librarian. I didn't get it myself until '93 I believe for the PC. I ended up with Flashback on the Genesis around the same time, and it kind of stole a bit of thunder for Out of this World for me. Still, I did enjoy playing it again a few years back finally on the 3DO. I really should play the SEGA CD version some time for Heart of the Alien.
I can understand that. I remember wondering why I kept dieing at the beginning. I never noticed my guy sitting at the desk as it sank in to the water 😅
yes and no, Another World was made mostly by Eric Chaihi alone and published by Delphine Software meanwhile Flashback was made directly by Delphine Software trying to make something similar to repeat the success of Another World
The SNES version would have been better using FastROM addressing (3.58MHz), but that requires a 50 cents more expensive ROM chip at the time. The publisher wanted the game running in SlowROM (2.68MHz) to save that little cost.
@@orderofmagnitude-TPATP that's still happening today with Nintendo switch games, most developers and publishers only use the 16gb carts instead of the 32gb ones and they put part of the game as download only
a 8-bit Atari version is just some kind of playable demo. Coded by one guy (polish Coder) in 90-ties. Probably it never intended to be a full game. You can pass 1 stage. Then its a beggining of 2-stage. You can rock the cage and get free. However than it glitches and game hangs.
interplay didn't want to increase the development cost, which might have also increased the retail cost. the SNES was released 5 years later than the ST/amiga and 2 years later than the mega drive and SNES games were already more expensive at retail. this is incredibly baffling all things considered
Maybe is because i wasn't even born in the 90's, but I'm not a big fan of cinematic games like this one, they always feel stiff and delayed, still, i think the graphics give this game a personality and I'm pretty sure if i would live in the 90's i would love this game.
The IIGS version is faster than the Super Famicom's, although the CPU is the same, maybe a higher clock speed, I forgot. But the more impressive may be last year's Apple II homebrew port, in blocky 16-colour mode but that moves well, which is no mean feat for 1977 technology.
@@fnjesusfreak Wow! There must be some additional hardware then, the IIGS also has an impressive port of Sword of Sodan which runs like the Amiga version...
It think the 3do version loses the moodiness of the original look. Don't get me wrong, it is nice enough and more detailed. That being said sometimes less really is more.
I'm amazed at how close these ports look from an aesthetic standpoint, even the Mega Drive/CD with their far inferior color palettes hold up. Sadly, they don't all hold up as well when it comes to gameplay. The ST version fares the worst, were sampled sounds really worth all the extra slowdown? Apparently the programmers must have thought so. The SFC version is also kinda slow, but it's not game-breaking, just what is expected from its slow cpu. But as least it sounds nice, something that definitely cannot be said about its faster Mega Drive peer. The 3DO could be the best version, but I agree the music doesn't sound as good as that on the Sega CD. Also the sprites look disproportionately thin, at least to me. But it has the best backgrounds by far, as to be expected of the most powerful system showcased here.
Hey, I was also 16 when playing this on an Amiga in 1991! Good times. Of course I remember this one fondly, it sure felt futuristic and cinematic in a way action games or "arcade adventures" hadn't really before. Delphine produced other cinematically styled games before this, like Future Wars, Operation Stealth and Cruise for a Corpse (also 1991) but they were more in the point&click adventure style. They also made Shaq Fu in 1994. Oh well. BTW, I absolutely LOVE how Hokuto Force managed to cram the intro into a C64 (my first computer): ua-cam.com/video/8rnP8ZYsFd8/v-deo.html Take that Atari users! ;)
Is kinda sad to know the MD versions of Another World, Flashback and Shaq Fu (all by Delphine Software) used that GEMS sound driver. Most games using it sounds very bland due to repetitive instruments.
Adlib and Soundblaster have practically the same fm chip. SB cards have a sample Chanel as well though. It it’s sad the MD soundtrack is like a rush adlib midi track. Even GEMS can be used to good effect given a bit of effort. See Demolition man.
@@iwanttocomplain It's far more easier (and lasier) to port OPL2 to OPN2 as is (looking at you Doom 32X). To do this, you need work that many devs of the time didn't bother (I think ?).
The 3DO and SNES versions have "OS/BH" for Becky Heineman, the author of the port, which is me. I always sign my work ;)
Excellent. You must have been under a lot of pressure to get the SNES version running. If only you'd been allowed to use a dsp to speed things up. We can see the system struggling. Slow speed, small play window and decrunching of date. Would the use of the DSP or DSP2 fixed those issues or would it of been a case of needing one of the FX chips?
@@RetroCore I did an episode of BurgerTime on UA-cam on my channel about all the problems I had in doing the port
Cool. I need to check that out. Should sub as well. Off I go.
Hey! Good to see you are still cracking! Fine work, fine work indeed.
Also...Sorry about Doom. Lol?!
The Amiga Version is the original and the PC is a port. Chahi originally developed the game on an Amiga.
Indeed cant understand why he keeps saying pc Amiga classic
Retro Core is not a big fan of the Amiga for some reason...
@@pepitaux13 Pretty crazy many classics that are best 16 bit versions of any games.. this pressing up thing all the time lol
This guy is like a broken record when it comes to slagging off the Amiga. Can't use the controls apparently. Every time. If it's not a console he's just not interested.
@@glenaitken3471 Since he playing it on emulator can set up the emulator to have a button for jump up anyways.. I dont get it really.. Emulator for amiga for dreamcast I updated i have button for jump up as well on it .. Still rather jump for up when playing turrcian snes controls for the game ruin it for me.. why is it hard to use jump for up for any game i dont know feels more normal to me.. I dont know some of the best games ever made are on the Amiga he shows ports thats not the best games on a The Amiga by far.. since this is battle of the ports it's easy to slug off the Amiga
Sorry, but Another world was Originally developed for Amiga on 1991 AND LATER released for Atari ST, Apple IIGS and DOS (1992)... and finally for consoles too... (SNES versión blood and fluid scenes were cut out by Nintendo)
Amiga versión, the original, have effects that DOS version doesn’t have... like the tremors in some critic situations...
The video also lacks the Mac version that had higher res graphics...
And the lastest versions.
The first cinematic game that I felt like I was in there.
The best version is the Amiga's where it was first developed with custom tools.
Fantastic job from Eric.
Fun fact: Fumito Ueda cites this and Flashback as inspirations for the animation style he was seeking to achieve for his characters in Ico and Shadow of the Colossus.
it is really interesting to know, thank you
For once a worldwide successful game has been created on Amiga, you missed it ! Eric Chahi developed this game alone in its bedroom with its Amiga 500 and a VHS camera to create the rotoscoped elements. You don't have music in the original version because Jean François Freitas didn't have time to make more than introduction theme, one jingle when Lester reaches a window and show the outside, and the endpart theme.
Another World is an essential production in the Amiga game history. It represents all the Amiga spirit of game development in Europe, the work of young people as Amiga gave us the ability to show there skill, picture their imagination, their art. As Another World has been a worldwide success, in some way it represented the Amiga dream of a lot of people back in time. Amiga (as many other computers of course) offered the opportunity to create games and know a worldwide success. Eric Chahi shown this with Another World.
He was so successful in re-transcribing Lester Knight's sense of loneliness projected without any explanation into this desolate, completely unknown world. Like him, the player begins to discover the codes, the technology of these mysterious aliens. For example, the scene where Lester can look out of a barred window and he discovers a panorama of this strange world. You can feel real distress. How will he be able to escape? And if he does, what awaits him outside?
The game also shows an unexpected story in this type of game at the time. If Prince Of Persia was impressive for its technical achievement and gameplay, it was just another game in which a hero had to save a princess.
In Another World, the player identifies with this guy thrown into the unknown, whose only goal is to survive. And despite his immense initial loneliness, his salvation will come from this improbable friendship forged with a being so different.
It was all so new. We can understand that at the time a whole generation of young developers were impressed and inspired by this game developed by one guy for a small computer equipped with barely 1MB of RAM and using floppy disks as the only storage medium, like Fumito Ueda.
The PC DOS version wasn't the first one made, and it wasn't even made by Eric Chahi but by Daniel Morais. The original releases are for the Atari ST and the Amiga 500 in november 1991. The PC version came out in 1992 and features an extra level since the original releases were deemed too short
Nop, Daniel Morais coded the PC MS-DOS port, Eric Chahi developed Another World alone, just with the help of Jean-François Freitas for musics and sounds. Then he gone to different publishers and finally it's Delphine Software that published a game that was near to ready to release.
This is exactly what I said. The dos version released later and was coded by Daniel
Yup, seeing as I had the Amiga version, then playing the anniversary edition on the PC later I got really confused with the extra level as had never seen it before.
That's a typical mistake with this channel, sadly
@@Alianger I don't like your attitude.
What port did you play when you were 16 Mark?
For me it was the Amiga port. Which is probably the majority of UK players I would think.
@@enigma776 Mega Drive version was a big deal too, intro was jaw dropping at the time.
The Amiga at my mates house👍. I didn't actually own my copy until later when it came out on consoles.
@@RetroCore You played the real og version then pc is not
Which port did you first play?
but that aside...hello you, i'm so eager for the next video that i'm waiting for the video after that too
When I saw this in my teens I always got strong Oddworld vibes from it- given I had played that BEFORE knowing of this game's existence, it was interesting to see that kind of "grid" and screen based platforming gameplay from earlier games!
the best sound effects are on the DOS version, overall is the version I like the most, there are several missing things in other versions, the creepy sounds in the key/dna intro scene, the monster just after leaving the pool, etc
It did not start it's life on PC. It was originally developed for Amiga 500 and Atari ST.
You do realize those are PC's, right?
That is correct.
@@worsel555 Yes, but he compares the Amiga version to the "PC original", so he was creating the distinction.
@@worsel555 A PC is a PC, created by IBM and that became the standard in the middle of 90's. Amiga, ST, Mac, Amstrad CPC, C64, Spectrum, Atari 8bits, x68000, FM Towns and so many more ARE NOT PC !!! Nowadays, tell a guy that his Mac is a PC and you will see his reaction 🤣 To think that an Amiga is a PC, I suppose you didn't live this era 🙄
@@skootdiggity1301 That's it, Amiga isn't a PC
I know others have mentioned it already, but the Amiga was the original. If I recall correctly, Eric Chahi saw Dragon's Lair on Amiga taking up a dozen disks and thought "I can do the same thing on 1 or 2 disks", so he did. It does play a lot like a Dragon's Lair-style game after all.
This has been addressed in the video description.
@@RetroCore Ok good lmao Amiga version installed on HD has better sound more effects
@@IanMichealNever heard more sounds playing from HD and the instruction manual doesn't talk about that. And I think that 1991 original PC conversion is an exact copy from the Amiga one, nothing more, nothing less. Ingame music has been added only from the 15th anniversary version. Did you know you can play the Amiga version in high resolution (640x512)? Of course, the screen switch from full screen to quarter!
@@iXien Also so have to have over 2mb expansion memory it say detected and you get the music.. this is also for road rash and smash tv as well
@@IanMicheal You tickle my curiosity as it would be wonderful to discover a new feature as I played this game on a simple A500 with 512Kb expansion.
Nowadays I have an expanded CDTV (2Mb Chip + 8mb fast) with HDD with a lot of games installed but never seen that on Another World.
So I decided to make a simple try. I took my original copy (bought on the week of the launch in 1991), installed the two discs in a directory as indicated in the instruction manual and launched the game. Even without "startup-sequence", launched with a simple command line and all memory available, no message and no ingame music.
When I first saw the intro on the Amiga version I was blown away!
I first stumbled across this game when it was released on the Super Nintendo and I had rented it, not knowing what it was. After spending 5-10 minutes completely dumbfounded about what was going on and repeatedly getting dragged to my death, I was hooked. I have since went on to play just about every version of this game and was blown away by the 3DO port years ago.
I HIGHLY suggest (after watching this video of course) searching UA-cam for Burgertime 8/9/2015: Out of This World as Rebecca Heineman (the programmer for the SNES and Apple IIgs versions) walks you through the porting process and the struggles, she has quite the amazing behind the scenes stories on getting that game made and others including the infamous 3DO DOOM port.
Cool, I'll check out Rebecca's video.
When I first saw this game back when it came out, it blew my mind! The graphics were amazing and the movements were unreal. The story was also one of the better ones. Loved this game! Side note: We're almost the same age, I was 17 in 91 :D
Ah, we're both old farts 😅
Fellow old fart here, I had this on the Amiga, it was an amazing looking game back in the day - I was just finishing school when this came out!
I'm older than both of you. :)
@@RetroCore Yes indeed haha :D
A cracking Sunday morning battle cheers Mark, it's definitely a Amiga game first for me and what a game it was to show off the machine, when you had so many lame overrated platformers on the machine it was a breath of fresh air to have something so original to show my friends when they came round. Nowadays though it just makes me angry lol, when I dust off the 3do it gets a play for the first level but once I have to start swinging that bloody cage I've had enough.
Aye, this is definitely one of those showcase games for the Amiga. It was very impressive for the time. Maybe not the greatest game but still very nice.
Delphine games, like this and Flashback, were easily the best earliest examples of cinematic gaming. And they are still very good to play. It's especially interesting comparing to nowadays cinematic stuff that mostly play itself.
Are you forgetting Prince of Persia though? Another world is great but I'm sure Prince of Persia was earlier?
@@danmoney9932 its earlier - but i wouldn't say cinematic -: just known for the roto-scoping development of it.
@@danmoney9932 I actually think Karateka was better than Prince of Persia in that regard. It had a much worse gameplay tho.
I was playing Flashback those days... I hadn't played for at least a decade (probably much more)… but back at the day I played it so much to the point of beating the game on hard difficulty without dying in a single sitting.
The game still holds incredibly wells it's an awesome game that aged gracefully.
@@rafaellima83 The intro was jaw dropping in 1993. Especially for two floppy disks (if I'm not mistaken).
This made me proud to be an Amiga owner :)
There is a semi official Gameboy Advance version. It was not release commercially but the rom was made and released by Eric Chahi himself.
Nice, I never knew about that.
@@RetroCore The graphics are affected by the GBA's low resolution but considering this could have been made in 2001 and been a good portable version way before the 20th anniversary version is an amazing feat to me.
ua-cam.com/video/vOSXzJX0ZTk/v-deo.html
It runs so well that it almost feels like the game is too fast.
One of those games where animation doesn't look dated after all those years. Also fun fact - it took 23 years for me to actually beat it. Was playing it then putting aside because I was getting busy with other stuff.
14:55 It's interesting as how each port reports a different version of the OS on almost all systems. It might even report some internal build info.
Could be. Only those who dig deep would find out mind you.
@@RetroCore well I know that Burger Becky made the SNES port and suggested the 3DO remaster version so we could ask her
Nice video, thanks!
The reason all those versions look so similar is that they Eric Chahi wrote them using a virtual machine he designed and which executed programs written in his own language. In order for port the game to another language all he had to do was port this virtual machine and the game would then just run on it.
Note however that the lead machine was the Amiga (www.retrogamer.net/retro_games90/the-making-of-another-world/), Eric Chahi was a big Amiga fan by then and thought it was the best machine for the job.
I suppose the reason the Amiga did not get any music is that he did not have enough time to complete this initial version and that they only added music for subsequent ports.
And damn, this game is hard, you barely mention it but passing the first stages requires a lot of training to get the timing right. I only managed to get about half way through recently after buying the latest remaster for Mac (which is really nice).
I agree with you about the difficulty, I’ve basically given up on the game because it’s basically like Dragon’s Lair where you have push the right button at the right time and everything else leads to insta-death.
The gameplay is punitive, that's. But it's not hard. The fact is that it was the only flaw pointed by reviewers back in 1991, the game was too easy and short. My best friend bought it at its launch on Amiga. It was so beautiful, so nice to play and for once the story was not for kids. But we finished it in a few hours. That's why all other versions includes another level to give the game a little more lifetime 😉.
I had a copy of this for the Amiga. I not only completed it on my own, I wrote a walkthrough for it that told you exactly where to stand, when to create shields with the gun, etc.
In recent years, someone recreated the intro on the C64. Naturally this sparks calls for the entire game to be ported, but I doubt that will ever happen. The intro looks great, but requires an EasyFlash cartridge (or an emulator) to run.
Did you get your players guide published anywhere?
@@RetroCore No, I only uploaded it to local BBSs at the time. Even if I had thought of trying to get it published, the American Amiga magazines didn't really cater to games that much and the general games magazines probably wouldn't have accepted it because it was written for the Amiga version and therefore didn't cover the extra level in the DOS version.
American video game magazines were notorious for ignoring the Amiga. One of them had a capsule review of Body Blows that said it wasn't that good because it only supported one joystick. At the bottom was, "Available for: MS-DOS" No mention of the Amiga at all. Another magazine had a review of Formula One that contained a line something like "The developers took a little known Amiga game called Vroom, ran it through their magic conversion process and produced this superior MS-DOS game." Which is crap because the Amiga version of Formula One had come out on the Amiga a year before. I wrote both magazines polite, but angry letters. Naturally nothing ever came of it. :(
I still have all my Amiga disks, so if they haven't rotted away, the walkthrough should still exist. I'd have to dig through tons of floppies to find it though.
Oh Another World! I played this a bit on the SNES as a kid, but couldn't get very far in it. As with everybody else it blew my mind with the awesome cinematic intro and graphics. The SNES version also has really good music, soundeffects and presentation, but that's where my positive things about the game ends unfortunately.
I finally managed to play through it a year or two ago and it was a complete nightmare to get through but for all the wrong reasons. The controls were completely unresponsive due to the awful slowdowns on the SNES. At a heavy actionscene towards the end i think I pressed the firebutton like 20 times without Lester firing a single shot (and no I was NOT out of ammo) because the game was running at like 3 fps and I died so many times because of it. Then there's the platforming that suffered the same fate that the controls just stop responding completely so I missed one jump after the another and died repeatedly over and over again.
Then there were puzzles that didn't make any sense whatsoever. I always like a good challenging puzzle, but here I had to look up guides how to get through certain areas and without them I wouldn't ever had figured them out. Like the caves for instance where you have to traverse insanely difficult platforming sections only to blow up a wall that leads to nowhere. Oh so I wasted my time here I thought so I skipped it after dying trying to get back again. But it turned out it was critical to blow up that wall because if you didn't you were stuck and couldn't progress further so you had to kill yourself and start over again. How were you supposed to figure that out?
Then the worst part of the game, the damn unfair trial and error bs. Every step you take is required to be memorized because either you set off an invisible trap and die or an enemy will come flying out from off screen and shoot you in the blink of an eye and you die again, and the checkpoints were very far and few between so you had to replay really long sections only to get suckerpunched by an enemy because the controller stopped working due to the slowdown. That drove me absolute mad.
Another World is a game I really wanted to love because it was so gorgeous and ahead of its time and it was practically made by one single person which is just insane, but I just couldn't thanks to those huge faults described above and I kinda feel bad for it. Eric Chahi clearly put down a lot of love into this game, and it shows. But then I start actually playing it and the frustrations just kills the experience completely for me sadly.
Sorry for the extremely long comment, I just wanted to share what my experiences were with the game instead of just saying "Oh this game sucked". It was cool to see there were quite some differences between the versions even back then. Maybe if I played the Mega Drive game I wouldn't have had the issues with the controls since it runs so much more smoothly. Maybe the NTSC version also was better optimized than the PAL one I played. Great video once again Mark!
I've read most of the comments and I don't see it so for those who have access to a flash card for GameBoy Avance, there is a very good port made using retro engeneering by a French guy called Cyril Cogordan. That version was eventually endorsed by Chahi himself as he provided sound material to help in the process.
I was wondering when someone was going to mention it! I use to play this version with an emulator on my tablet or OUYA years back.
As others have said this was Amiga game first so thats not port at all it also that was ported to other systems even on dreamcast Glad you did say if you install it on HD your get great music :)
The Atari 8bit version surprised me a lot. Never imagined that it's a port for this system.
It is not an official port / version. According to AtariAge, it's a fan made concept demo (and it definitely looks that way).
@@HungarianDerrickRose yep, Retro Core sadly slipped up here, there was never any consideration given to an official conversion to the A8 range.
Platform had been commercially dead for years at this point.
It's just a homebrew attempt.
I had a suspicion but couldn't be sure.
@@RetroCore That's why (and I keep telling many others this, spending that little extra time Fact Checking before including titles on videos, is simply essential).
A quick visit to Atarimania or Atari Age and putting it on the search function, adds clarity within no time.
Right with you Mark on being blown away when it hit consoles/computers in the early 90s. I remember renting the SNES version and immediately thinking two things: This is like an interactive movie and I hate the sluggish control scheme.
I still remember the first time I ever played this. It was a French language pirated version that, I think, came from a review copy that was doing the rounds on the Amiga. Bought the English version after. Then multiple times on different formats over the years. Fun game.
i prefer the polygonal backgrounds over the bitmap ones of the 3DO (and the re-release versions, for that matter :) has a more nostalgic vibe for me
Saw it first on Amiga 600 at my dad's friend house back in 1994 along with Prince of Persia, both games were mind blowing for 6 year old me.
i got this game as a demo for a pc my father bought in 1993. despite it being kinda old it was stilla graphical marvel. the animation and opening intro still amaze me.
The 3DO port of this one might not be my preferred way to play, but I really do miss the days when console ports could vary so wildly in style and content.
Ah, back when things were interesting.
Edit: before you read my "fun fact", know that it is wrong. I messed up and you should read the whole thread.
Fun fact: the SNES version has some sort of co-processor inside with its own crystal oscillator. If you change the crystal to a faster one, you can eliminate the slow down. I saw this on UA-cam and did it to my copy so I can assure first hand that it works 👍.
Nop, it doesn't.
It's a simple 2.68 MHz ROM chip. You must be confusing with Stunt Race FX, Star Fox etc that had a SuperFX.
@@MaxwelThuThu Yup the developer of snes port did interview about that version and how much cost cutting went because of interplay.
Interview in this link
www.grokcode.com/106/interview-rebecca-heineman/
@@MaxwelThuThu It took me a while to answer you because I legit had to go through my old cartridges to check. That's the level of certainty I was in. But alas, I stand corrected! The cartridge that has a humongous crystal sticking out of it is Stunt Race... and Vortex, and Doom. So, you're right! Those are SFX games! But then it got me: where did I get the idea that Out of this World was one of these games? Here's how: at the same time that I was watching several tutorials on how to do these mods, I saw a tutorial on overclocking the SNES and how it increased the framerate of both OoTW and Flashback. But also, I watched a very instructive video of THE Interplay developer that ported OoTW to the SNES and she said it SHOULD have used the SFX chip. That's my best guess on how I did mix it up.
Thank you.
Here’s the original video with the developer who made the SNES port:
Reddit - emulation - TIL the SNES port of Another World/Out Of This World originally used a SuperFX chip (Epic story within - 2015) www.reddit.com/r/emulation/comments/54htil/til_the_snes_port_of_another_worldout_of_this/
I like that Terminator like theme playing when your comparing all the ports ; )
That came from the 3DO version.
@@RetroCore odd because its synced up to the mega cd 🥴
Ok, so, I'm a fan of your channel if you remember seeing some of my comments over the years. With that out of the way, I have a major correction that was somewhat called out in another comment.
The pc ms-dos version is not the first version of the game released. It was a port of the original Amiga/Atari ST release.
There's been a rash of disinformation on retro videos lately and most creators are leaving the videos up rather than correcting them and re-upping even after it's been proven to them. Which I get, it's extra work and uploading to UA-cam sucks.
But do you really want wrong information out there forever? Think of the thousands of people who are being being misinformed. Anyway, this is day 1, if it were my channel I'd pull down the video, correct it and reupload it.
It's not that easy. All the original files are now deleted so it can't be fixed.
A comment has been added to the video description.
@@RetroCore I understand, I appreciate you taking some action on it. I'm not gonna bug you about it, it's your channel so obviously handle how you think is best.
Without the source material, you could always just download the video from UA-cam and slap a few seconds of new footage on the front of it noting the correction, since a lot of people never see the comments.
Again, not trying to be a jerk or bug you - and I won't say another word about it after this, just offering another possible solution.
I don't like the enhanced graphics of the 3DO port. Especially nowadays the more abstract graphics of the other versions look much more original and stylistically coherent.
I have the Original version (Amiga), and I also own the game on my PS4. Cracking game that never gets old.
Versions
Initially edited for the first time in November 1991 on Amiga, the game was declined on many media, going through changes, enhancements or deteriorations…
The AMIGA version :
The first version, the one with best sound. On the other hand, it has been tested little, which results in a playability that lacks fluidity. That's the drawback of working alone in a garage... Moreover, Delphine Software didn't have testers. As a result, this version is for real hardcore gamers.
This version was also shorter than the others.
The Atari version was identical to the Amiga's, but with less sharp colours and a rougher sound.
The PC DOS version :
The articles released at the time criticized the short lifespan of the Amiga version. So Delphine Software suggested I extend it. I had a few ideas left which were enough to make an entire level. However, I didn't want to break the global rhythm of the game, so it was impossible to add anything after the end of the game. The ideal location was just before the arena when the friend rescues Lester at the end of a long dead-end corridor. I decided to reinforce the close relationship between the hero and the alien, by developing their mutual aid. The only problem is that I only had two months to achieve everything. I was back on working 16 hours a day, 7/7. Eventually, that level brought a lot to the game. This version was ported by Daniel Morais.
The console versions SNES and Megadrive :
Going through submissions to Nintendo and Sega wasn't an easy task...without speaking about the pressure with Interplay, who was responsible for porting the game engines on those platforms...
The game was more difficult on consoles than on microcomputer because Interplay really wanted the players to have value for money (a console game is expensive), which implied that the game must have a long lifespan as well. That's why a guard has been added in the prison at the bottom of the lift, and lethal steam jets appeared in the maze-like ventilation system, all of this with a very limited time.
Interplay had imposed on me new songs for all the game levels. They also wanted to replace all the music made by Jean-François. I had yielded for the extra songs, but I wanted to keep the music of the introduction, as it perfecly matched the atmosphere and the animation timing. This became a real struggle, and at the time, we would only communicate by fax, and my letters became firmer each day. Interplay was in a strong position with the development of the game and did not want to back down. So I took drastic measures. I thought of creating an endless fax. A huge fax of a meter long in which I wrote in big letters "keep the original intro music". I would insert it in the fax, enter the number, and when the transmission started, I would tape both ends of the letter together, which would create a circle that went on and on until there was no paper left in the offices of Interplay, at the other end. Even so, all this paper coming out of their machine had little impact. It was Anne-Marie Joassim, Delphine Software's lawyer, who sorted out the situation by applying pressure. She spoke in my favour and demanded once and for all that the original music was kept.
The situation became delicate again when Nintendo of America decided that morally they couldn't release the game due to nudity and presence of blood. Here, there was no other choice but accepting these editorial demands.
I was then forced to withdraw everything that was red and that could eventually look like blood. The smallest reddish bitmap was suppressed or replaced by another colour. Not only the hero's blood, but also any secretion from the bestiary of Another World. The pinkish slobber of the creatures became green during the process.


This scene was too erotic, apparantly. The crack of the naked aliens' bottoms was reduced by 3 pixels...
Mac version
Identical to the PC version, apart from the fact that it supports a higher resolution.
3D0 version
Still developed by Interplay, it benefits from very detailed bitmap backgrounds.
It's not an aesthetic achievement because, as mentioned above, backgrounds are overworked compared to the animations that are made of polygons and thus appear to be flat.
Music had been remade completely, out goes Jean-François and I didn't have my say or the energy to fight, as I was precisely in the "heart of darkness": I still ignored then that this development was to last six years...
megaCD version
It combined two games, on one hand, Another World with CD quality brand new music, made this time by Jean-François, and on the other hand, the sequel named Heart of the Alien.
Interplay insisted in making the sequel in order to make the most of the CD-ROM medium's capabilities. After discussion, I agreed. Rather than making a chronological development related to the first story, I decided that redesigning the game from the alien point of view was excellent, and would make the player discover Another World with other eyes. I could already picture scenes where Lester would be in the background fighting guards, while the player would control the alien in the foreground and then join our first hero, help him, etc... The concept was good but, alas, neither the animations nor the game, entirely developed by Interplay, were up to the job. It was a flop.
GBA version
Unofficially adapted in 2004 by Cyril Corgordan alias Foxy by creating a reverse engineering of the Atari ST version. I decided in the first place to ban its release in order to make a potential business, but specially authorised its distribution later, in 2005. It required a GBA emulator or a GBA with a Flash cartridge. It was a version for hobbyists. Cyril currently works in the Magic Production company and his C code was the stepping stone for the port of the Symbian mobile version.
At the same time, another GBA port, still unofficial but made this time from the 3D0 version by Gil Megidish, required the original 3D0 CD.
GP32 version
A port from Philippe Simons, made with more unofficial reverse engineering by another enthusiast, Grégory Montoir. It won a prize during the GBAX 2005 competition.
Mobile and Windows XP versions
Nowadays, I have the privilege to have acquired recently the publishing rights from Delphine. The young company Magic Productions proposed to port the game on mobile phones. I decided to give a little boost to this group of enthusiasts. In collaboration with the crazy programmer who did the reverse engineering of the ST version, Cyril Corgordan, the game engine was coded for mobiles. With hindsight, I found some scenes of the game irritating, so I decided to smooth out the playability by altering the scripts. I even used my Amiga for the purpose. A kind of retro-programming. What a time travel !
To offset the low mobile resolution, I improved the level of shading from the original backgrounds. I really liked the obtained result, so the next natural move was to port the game to Windows. Emmanuel Rivoire was able to increase the resolution to 1280x800 pixels for more detailed images. The definiton was incredible compared to its original format 320x200, which is still available, as the idea was to make a game that was fully customisable, as well as respectful of the past. In one word, it's a collector's edition.
www.anotherworld.fr/anotherworld_uk/page_versions.htm
It was developed on the Amiga, the animation system was written in Basic, there was an article in a magazine back in the day. Anyway... shut up! ;) - the ST version is awesome, I loved it.
I never played this one. Back in the day, I remember seeing it in console magazines and not liking the way it looked. Of course, in screenshots you can't see the game in motion, which would have been more impressive. These days, I appreciate the visuals more than I did back in the day. Seeing the game in motion here, it looks like and interesting a fun game. I'll have to make a note and try it out. Interesting to see the differences between the ports. The SNES version seems to be a good version, overall. Nice use of its sound chip.
I grew up on the super Nintendo version. I rented it from the store that my mom used to take us to, and it was amazing. I was so hooked, I never wanted to return it hahaha, but now growing up as an adult, I got to say, I love the 3 Dio version, it looks a lot better to me personally
i never realized that this was on so many systems, ive always thought it was just an Amiga, DOS and SNES game lmao
I have to admit that I was surprised by the amount of systems it was on.
people might find it strange, i first knew about this game in 1991 when it was still only for amiga and i was impressed, one year later, got the dos version and i was not impressed , later , much later on in life, in the early 2000s....i had a NOKIA NGAGE phone and guess what game i played on it and loved it ? yup, ANOTHER WORLD , my first time acutally playing it and finishing it and becoming a true believer was on a nokia phone and from that point, i bought this game so many times, from android , to ios to steam, to ps3 to ps4 to switch .... i just love this game so much and all thanks to the nokia NGAGE!
I guess on the PC you expected more? But seeing something like this on a phone was very cool back in the early 90s.
@@RetroCore not at all, i think back in 1992, the style of the game wasn't my cup of tea , but i guess after playing Flashback and Blackthorn and so many prince of persia games, i got interested in the genre and playing Another world again made me notice what an amazing game it was and i missed out on it, it didn't help that the game was a bit , maybe too hard for me at the time and i was maybe too busy with games like MK and SF2 .
This game is the offspring of Dragons Lair and Prince of Persia.
I really wanted to like this, but just never found it fun. All the reviews raved about it, but it’s just a frustrating exercise in memory and timing. Like Dragons Lair, which I didn’t like.
I think the graphics are really nice and aged very well.
It was better back in 1991 but yeah, these days it can seem quite annoying
@@RetroCore It was the real beginning of games with more depth, artistic identity, a story to tell in an action games. That's why it inspired so many famous video game creators. This game has to be considered as a part of videogames history. But yes, nowadays I don't think a young player can really have fun with Another World just for its simple game qualities 😉.
I can't even begin to imagine how anyone thought it was a good idea to try to make an Atari 800 port. This game was pulling out ALL the stops on 16-bit systems, I can't imagine a finished 800 version being worth anyone's time.
Although this game primarily belongs to the ST and Amiga, I still would like to get a copy of the Mega-CD version (ideally an original one but a repro would be just fine).
How do you figure that since it started on Pc and was ported to the Snes and Genesis first?
@@MiscFightVids I've never read anything different when reading about the game.
This is quite true. Maybe psyance_ql means it feels more like an Amiga and ST game?
@@MiscFightVids the game was made for the ST and amiga in the first place, like a lot of european games at the time
@@MiscFightVids the game was an amiga/st original, with November 1991 release date. It was then ported to the pc in 1992, a little research will take you a long way
1:05 It starts with a false info! Because it programed on an AMIGA 500!
Read the video description.
If u have a great game to start with then all ports will be great too. This was and still is a brilliantly playable game.loved on the amiga which was the original machine it was released on.
I remember the first time I played this I died instantly. I was like..."Alright. Guess I need to bring my A-game."
Nice work as usual. I personally am not a fan of the visuals of the 3DO version since I feel the art style of the backgrounds and characters clash with each other and don't have a feel of consistency.
The Mega CD version looks like the best of the bunch though!
That's very true. It's as if all the vector graphic sections are left untouched.
Yup i must agree with some comments beneath. Amiga was the first version
This game was so good, you could say it was "out of this world"
Yes I know...
There is nowadays an semi-unofficial GBA port that is quite impressive!
Nice. 👍
Mark be like DJ Khalid these days..... Another One!
Good Video, as always. I played the Amiga version loads as a kid, but feel the Mega CD had the best version. The 3DO version sucked back then and has aged worse than all the others.
You know what makes me sad about this game?
the fact that the sequel just kills off Lester, and was not even being a Official sequel. At least the ending of both games are intense
I first rented and played this on the SNES and it blew my mind. Good nostalgia for me.
I played on the PC first when I was like 11. After that Snes and on Mega Drive on friends house. The Sega CD version with the sequel was like a legend back in the day. The console was so expensive and I had just a few friends who own it. It’s strange that the sequel was never released outside the Sega CD. It could have had a PS1/Saturn version with both games for example.
nice dig on the sequel. haha😄
the 20th anniversary edition would have been the most interesting comparison
Wait.... Isn't the Amiga version the original one ?
Also I didnt know you'd get music if the game is installed on HD on the Amiga version.
I always thought the amiga was the original....guess not?
@@orderofmagnitude-TPATP it definitely was the original. The game is made almost entirely on an Amiga by one man, so this video isn't quite fair to the Amiga by judging it as a port of the PC version/port.
His name is lester??? My friend beat the game at my place when i was 5. I still remember most of the scenes.
Yep, not the cool name you were expecting, I think.
Have all the ports and even purchase the Atari Jaguar version of the game to add to the collection Mark. Timeless classic for sure.
Anthony..
That jag version must have cost you quite a bit.
One of my all-time favorite games. First played the Genesis version circa 1994.
Are you planning on remastering this episode? Would be cool to see more ports of it.
Probably not for the time being. I'd like to remaster all the shows that don't have voice overs first.
Pretty sure the Atari ST was the original, followed closely by the Amiga.
I believe the Apple IIgs, SNES and 3DO versions may have been handled by the same coder (Becky Heineman), but don't quote me.
The Amiga was actually the original 👍
Epic fail, It started life first on the Amiga not the pc👍🏻. I was also there. The end of the game is epic, love that music 👍🏻
1:07 Ehem!!! I hope that by "PC" you meant AMIGA right? had this game for the AMIGA but I didn't play it too much, it was mainly a game I used to show to my friends... The game wasn't too hard but after I died I got discouraged to play it again because you had to start from the beginning and the loading times were exasperating.
Right? It's a bit annoying that he didn't check simple facts about the game before making the video. Eric Chahi made this alone on his Amiga, using Amiga tools and developing some himself. Sound samples and video capture used for models are made with an Amiga. He only had help for the music. The PC version isn't even made by Chahi, the game's creator.
@@stimorolication9480 dissapointed by lack of basic fact checking in this one, very unlike Retro Core
It was on Wikipedia so.... Yeah. Says it all really.
@@RetroCore NEVER use Wikipedia for anything my friend, it's terrible.
The dedicated games sites are your best bet.
Atarimania, Lemon Amiga etc.
Although I love Out of this World, I'm pretty terrible at it. I prefer Flashback over it, and Fade to Black over both (probably one of my favorite games on PSX). Still, I was amazed by the game when I first saw it, especially the graphics. One of my school librarians had an Amiga 2000 for "work" and this was one of the small handful of games she would play. She couldn't have cared less whether she was supposed to be playing games (or going into the storage room and drinking...that eventually did get her fired), and that was where I first saw the game. Too bad she never let anyone else touch the Amiga and play it or anything...still, she was otherwise quite cool and inspired my sister to become a public librarian. I didn't get it myself until '93 I believe for the PC. I ended up with Flashback on the Genesis around the same time, and it kind of stole a bit of thunder for Out of this World for me. Still, I did enjoy playing it again a few years back finally on the 3DO. I really should play the SEGA CD version some time for Heart of the Alien.
This game amazed me and infuriated me in my youth.
I can understand that. I remember wondering why I kept dieing at the beginning. I never noticed my guy sitting at the desk as it sank in to the water 😅
Was flashback made by the same team?
yes and no, Another World was made mostly by Eric Chaihi alone and published by Delphine Software meanwhile Flashback was made directly by Delphine Software trying to make something similar to repeat the success of Another World
@@slucchi723 To add up, Flashback is mostly the work of Paul Cuisset, who had previously collaborated with Eric Chahi on Future Wars.
Good video.
13:49 Editing error :p
The SNES version would have been better using FastROM addressing (3.58MHz), but that requires a 50 cents more expensive ROM chip at the time. The publisher wanted the game running in SlowROM (2.68MHz) to save that little cost.
The definition of 'stingy' lol
@@orderofmagnitude-TPATP that's still happening today with Nintendo switch games, most developers and publishers only use the 16gb carts instead of the 32gb ones and they put part of the game as download only
@@Anex952 and most N64 games are actually 32 bit, not 64.
Not gonna lie... I was waiting for this comparison for some time now 😁
I had the amiga version and the level with the underground caves I could never pass.
Bit of extra info on Jaguar version.
fabiensanglard.net/another_world_polygons_Jaguar/
www.arcadeattack.co.uk/another-world-jaguar/
Sorry but looks like amiga and st were the originals with amiga the lead platform.
Someone also have done a Game Boy Advance port of this game.
a 8-bit Atari version is just some kind of playable demo. Coded by one guy (polish Coder) in 90-ties. Probably it never intended to be a full game. You can pass 1 stage. Then its a beggining of 2-stage. You can rock the cage and get free. However than it glitches and game hangs.
Oh, whish I knew that.
The SNES port would have been better, had Interplay let the programmer have her way, but they demanded she stick with the stock cartridge.
Same with Flashback on the SNES too. It really needs a dsp of some kind.
interplay didn't want to increase the development cost, which might have also increased the retail cost. the SNES was released 5 years later than the ST/amiga and 2 years later than the mega drive and SNES games were already more expensive at retail. this is incredibly baffling all things considered
@@RetroCore Burger Becky had to put up with a lot of that bullshit. Most (in)famously with the 3DO port of Doom.
Maybe is because i wasn't even born in the 90's, but I'm not a big fan of cinematic games like this one, they always feel stiff and delayed, still, i think the graphics give this game a personality and I'm pretty sure if i would live in the 90's i would love this game.
the ultimate outcome of what don bluth started with dragons lair ..........
The IIGS version is faster than the Super Famicom's, although the CPU is the same, maybe a higher clock speed, I forgot.
But the more impressive may be last year's Apple II homebrew port, in blocky 16-colour mode but that moves well, which is no mean feat for 1977 technology.
The IIgs actually has a *slower* clocked CPU. Still 65816, but only 2.8 MHz vs. 3.58 for the SNES.
@@fnjesusfreak Wow! There must be some additional hardware then, the IIGS also has an impressive port of Sword of Sodan which runs like the Amiga version...
@@jbmaru I do think there's a "Flood Fill" mode, but there really isn't much in the way of video hardware in the GS.
It think the 3do version loses the moodiness of the original look. Don't get me wrong, it is nice enough and more detailed. That being said sometimes less really is more.
Not really my cup of tea, but I've quite enjoyed one of its spiritual sequels which is Heart of Darkness on PS1.
I'm amazed at how close these ports look from an aesthetic standpoint, even the Mega Drive/CD with their far inferior color palettes hold up. Sadly, they don't all hold up as well when it comes to gameplay. The ST version fares the worst, were sampled sounds really worth all the extra slowdown? Apparently the programmers must have thought so. The SFC version is also kinda slow, but it's not game-breaking, just what is expected from its slow cpu. But as least it sounds nice, something that definitely cannot be said about its faster Mega Drive peer. The 3DO could be the best version, but I agree the music doesn't sound as good as that on the Sega CD. Also the sprites look disproportionately thin, at least to me. But it has the best backgrounds by far, as to be expected of the most powerful system showcased here.
Yeah, I thought the sprites were quite thin on the 3DO version too.
Sadly it did Mark. But I figured if I can pre-order Neo-Geo AES games, I can purchase this. 8^)
Anthony..
Hey, I was also 16 when playing this on an Amiga in 1991! Good times. Of course I remember this one fondly, it sure felt futuristic and cinematic in a way action games or "arcade adventures" hadn't really before.
Delphine produced other cinematically styled games before this, like Future Wars, Operation Stealth and Cruise for a Corpse (also 1991) but they were more in the point&click adventure style.
They also made Shaq Fu in 1994. Oh well.
BTW, I absolutely LOVE how Hokuto Force managed to cram the intro into a C64 (my first computer): ua-cam.com/video/8rnP8ZYsFd8/v-deo.html
Take that Atari users! ;)
SWEET!
The 3do port looks so wrong.
The later PC remaster is the way to go here.
Sega does it again!
Is kinda sad to know the MD versions of Another World, Flashback and Shaq Fu (all by Delphine Software) used that GEMS sound driver. Most games using it sounds very bland due to repetitive instruments.
It's weird that the Genesis version sounds like Adlib. Did the MS-DOS version support Adlib?
Yes, but I played it using soundblaster 16 settings.
@@NotaPizzaGRL That's because Adlib sound cards also use a Yamaha sound chip.
Adlib and Soundblaster have practically the same fm chip. SB cards have a sample Chanel as well though. It it’s sad the MD soundtrack is like a rush adlib midi track. Even GEMS can be used to good effect given a bit of effort. See Demolition man.
@@iwanttocomplain It's far more easier (and lasier) to port OPL2 to OPN2 as is (looking at you Doom 32X).
To do this, you need work that many devs of the time didn't bother (I think ?).
very nice🥂🍻
I love this game, although I never got too far in it
Mark has real taste when it comes to videos.
Are you sure the Atari 8-bit version isn't a homebrew one?
I'm not. It could be home brew but I beleive it was first discovered before homebrew was that impressive.
The Amiga was the original.
Oh yeah!👌
I wonder if the SFC version could be updated to run faster with a hack, similar to the ones available for Super Ghouls n' Ghosts/Gradius 3/Contra 3.
It can, another commenter above mentioned swapping out an oscillator in the cart for a faster one to get rid of the slowdown.