Another World
filfre.net
filfre.net
There is also runtime for modern platforms using SDL, reverse engineered from DOS binary: http://fabiensanglard.net/anotherWorld_code_review/
I was going to come in here and mope about how hard this is to play. (As in "get running", not even mentioning in-game difficulty! :P)
First I tried a random Amiga ROM I found, which seemed like it was trying to cooperate but couldn't (the game kept freezing after the intro but before the interactivity began).
Next I tried the DOS version, which fared better but was still a little glitchy in terms of latency (old computer).
Both versions had the silly code wheel thingy as well. Completely respect it, but it's VERY annoying to deal with. ("another world code wheel" has a very very nice result from oldgames.sk.)
This VM emulator is awesome. It Just Works™ on Slackware, only uses 12-16% CPU on a decade-old machine (very nice!), happily picked up the resources from the DOS copy I'd found, and the transparent load/save system works very nicely to a) make the code wheel (which is built into the game bytecode, not the runtime/EXE) less of a nuisance, and b) deal with "30 deaths per minute" syndrome :) (I've been meaning to find the full version of this for years.)
And it's also really impressive that this was reverse engineered like this... heh.
Btw, the original bytecode system was all Forth, wasn't it?
(On a related note... I typed the line above during heavy swapping/a frozen browser, and this is the ~2nd time I've not made any mistakes :D)
Also Infocom games were text, much simpler things.
Both the game and its VM platform were incredibly intricate works of genius.
Also, even though the net didn't exist books did. Not was Another World his first game.
And do not belittle the Infocom games, they had perhaps the best parser of any text adventure. And they were able to cram those games into 8-bit micros.
"Since Interplay wouldn’t pay for a SuperFX chip, I found a way to do it with static RAM on the cart and DMA which got me a great frame rate. Interplay wouldn’t pay for the static RAM either, so I ended up using Fast ROM and a MVN instruction. Interplay wouldn’t pay for a 3.6 Mhz ROM either. So, frustrated, I shoved my block move code into the DMA registers and use it as RAM running at 3.6 Mhz. It worked. I got fast block moves on slow cartridges and made a game using polygons working on a 65816 with pure software rendering."
I came across it last week and it's very subjective and personal and I quite enjoyed the descriptions of the VM and ports.
You might also appreciate this video interview with Chahi: https://www.youtube.com/watch?v=2PLLDpzwwUI
He also did a postmortem for the game at GDC: http://www.gdcvault.com/play/1014630/Classic-Game-Postmortem...
The article offers a wonderful breakdown of the fairly astonishing amount of invention that went into development. Especially given that it was primarily the work of a solo developer.
I also enjoyed the observation that the Amiga's hardware-level support for a laserdisc peripheral (which was never released) was repurposed for the rotoscoping work used to develop the incredibly smooth character animations that still look AAA, even today.
I love this blog. Can't wait to read the book.
Also, THE most disappointing ending, ever. Yeah I know there was a sequel, not made by the original author and only released on Sega CD. That doesn't change the feeling it left on me... I want my three-act structure, had a Setup, had a Confrontation, now I want my Resolution! :)
It’s a more thoughtful, open ended, resolution. One that leaves you asking questions rather than nodding in conclusion.
Lester has escaped. He’s not alone anymore. He’s (potentially) sacrificed himself for the freedom of another who helped him.
Does it wrap everything up? No. Does it have to though?
I sat down there, looking at the screen like a fool, not understanding that the game had ended. I won't deny it, I wanted to bring Lester back home, through many more adventures! :)
But it’s hardly the first or only game to do so. Hell Monkey Island 2 played with expectations that way too and that was released a year before.
It’s just that it was t until the early 90s that we really started to see games as a legit artfom generally.
Pff. This is only true for about 0.1% of French games, most of the other ones were typical generic games you'd find everywhere else and not particularly original at all. It's like judging Japanese movies by taking Kurosawa's movies as representative.
Western film audiences got to form a highly positive opinion of Japanese movies from the works of Ozu, Kurosawa, Oshima.
Similarly American gamers in the Amiga era got a handful of the most original French games and formed their opinion of “Frenchness in gaming” based on those.