Another World ported to FPGA
github.com
github.com
Obviously graphics did get better, but I feel like Another World still holds its own artistically. The graphics are still very stylish and distinct, and upon replaying the game again about a year ago, I am still really impressed by it.
The game isn’t perfect; a lot of the puzzles and stuff sort of just come down to trial and error and it’s extremely short, but I also don’t think I would change a thing about it.
It’s sort of in a different category, but for fans of Another World, I recommend also checking out Flashback: The Quest for Identity. It’s got a similar cinematic vibe, and while I didn’t like it at first it’s really grown on me in the last decade or so.
Maybe it’s just because of the bizarre artistic nature of the entire thing, or maybe it’s because I played Another World first, but something about it has always just stuck with me.
Another World is a work of art though! The poster for the game seems to be an oil painting and it's just gorgeous [1].
[1] http://www.anotherworld.fr/download/AnotherWorld_Poster.jpg
- Infernal Runner for Amstrad CPC reverse-engineering and JavaScript port by cyxx [title from creator of Another World, both games utilizing virtual machine architecture]: https://github.com/cyxx/infernal_js
- The Virtual Machine Architecture of Infernal Runner presentation by Norbert Kehrer (in German with English slides): https://media.ccc.de/v/vcfb20_-_146_-_en_-_202010111400_-_th...
- The Story of Another World on the Amiga | MVG: https://www.youtube.com/watch?v=0iz9PJbs5rE
- Nintendo 64 port of Another World: https://github.com/jnmartin84/aw64
- Another World PlayStation 1 port: https://github.com/fgsfdsfgs/rawpsx
It provides a compiler to Verilog that then can be fed to traditional design flows.
Having to swim away as your first action, and then escape from some kind of lion is one of the most brutal game experiences ever.
Even if you played that game for 1 minute you will remember that game forever.
konanaka beetzai! motsuubo! /wave
I don't remember playing for much more than a few minutes (maybe a couple of hours), and barely making any progress, but that intro and the initial escape got etched in my memory for all those years. The dramatic camera effects of this game were indeed out of this world for the time.
I wonder, if the intro made such an impression on you, why didn't you finish it?
The game is hard and requires more patience than usual to figure it out.
I beat it without difficulty when I was single-digit aged.
It's absolutely worth it, and better late than never.
I believe jumping over those slugs is possibly the hardest part of the whole game, it must be timed precisely and you're still learning to how to play.
It's not a lion, by the way ;) It's an alien beast, without a mane and looks like a cross between a gorilla and some giant black panther.
I’ve never player that game, but it’s been engraved in my mind for 30 years just from a 2 min? segment in a promotional VHS tape that came with a videogames magazine.
Also the artwork in the cover is amazing.
https://www.youtube.com/watch?v=JFaOYYSxSEA
IIRC He shows some of his development tools including how he could modify and step through animation directly line by line in VM bytecode.
Edit: after reading through wikipedia, I think maybe a VM wouldn't be that wasteful, since the game is very simple mechanically.
Computer games had explosive inputs available, like Civilization or needed the use of a mouse.
Not so much action / frame perfect stuff. Not until a bit later anyway. Eventually computers were fast enough for arcade ports but computer games just didn't really target that action niche.
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The 'computers' with good graphics were like Amiga, not x86 based DOS with mode 13h graphics. So it was all the fallen / failed computers that had the decent action games IIRC.
#rightinthefeels
Today we have fewer machines than the great explosive growth of the 80s.
Consider that most 'software' today is JavaScript interpreted by the Web Browser. It's not like those portability concerns didn't exist in the 80s, if anything, it was harder because you had to make your own interpreter back then.
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Many (maybe most?) video games seem to have been written in a VM, at least before Doom / high performance 3d graphics.
I think console games were in C/Assembly for performance.
But 'computer' games at that time was before the standard IBM PC or at least, before the PC won and Microsoft achieved dominance. When you didn't know if Amiga, PC98, IBM PC, Mac, or others would win it only made sense to write a VM.
SCUMM (Monkey Island and many others) comes to mind.
I thought most software was MS Excel sheets with interacting formulae :-)
> In most cases, p-code can reduce the size of an executable file by about 40 percent. For example, the Windows Project Manager version 1.0 (resource files not included) shrinks from 932K (C/C++ 7.0 with size optimizations turned on) to 556K when p-code is employed.
> Until now, p-code has been a proprietary technology developed by the applications group at Microsoft and used on a variety of internal projects. The retail releases of Microsoft Excel, Word, PowerPoint®, and other applications employ this technology to provide extensive breadth of functionality without consuming inordinate amounts of memory.
http://sandsprite.com/vb-reversing/files/Microsoft%20P-Code%...
This was not terribly common, for the obvious performance reasons. Another World ran at around 10-20FPS on most of the systems it was released for, which is fine for a methodical game like that (and for adventure games like Monkey Island, etc.) but doesn't work for fast action games.
And of course VM games were basically impossible for the entire 8-bit era, with the exception of things like Zork (and the rest of Infocom's Z-Machine games) whose performance needs were so small that the gigantic overhead of an 8-bit VM was hardly noticeable.
Even into the 16-bit era, the majority of multi-platform games were fully rewritten ports.
The graphics exclusively used real-time rendered polygons with support for transparency, which nobody knew was even possible at the time. Along with researching the new rendering tech, the same person created everything else except the music - the memorable & immersive world, an original story, concept and cover art, strong cinematics that were SoTA at time, graphics and animation, innovative level design, puzzles, the game logic - over just 2 years. It also defined a new 'cinematic platformer' genre, with later titles like Flashback, Blackthorne, Oddworld, and recent LUNARK. It's simply incredible feat.
Aegis Animator was doing pretty much the same sort of rendering on the Amiga, in 1985.
I never did much with it, what with being a kid at the time, but it was fun to play with and looked pretty cool. I don't think its rendering was as tightly optimized as Another World's was, though.
The opposing idea is represented more by arcade gaming, and later, stuff like Doom and Quake: The game is relatively intimate with the hardware in what it simulates, while the kind of definition that makes up a scene is more on the order of "put a monster here and a health pickup there", which aligns it towards being map data, instead of scripted logic.
https://archive.org/details/byte-magazine-1977-11/page/n147/...
Earthbound (SNES, 1994) contains TWO complete scripting systems, one for the dialog system (which is occasionally used for things it shouldn't be; most of shop logic is in it), and one for scripting sprite movement. The dialog script is actually quite impressive and easy to use; I'd consider implementing a similar system even in a modern RPG. The sprite movement script is trash, significantly harder to work with than games that use raw assembly. Apparently that movement script system was actually a common in-house library at HAL, dating back to the NES era, but I don't know too much about that history.
Also most of the game's assembly was actually compiled from C, which was almost unheard of for console games at the time.
I don’t think virtual machines and emulation are that new of a thing. Virtualizing x86 at full speed on consumer hardware has been a thing for, what, 15 to 20 years? And sure that requires special processor features, but remember that systems that came before that that would need to be emulated had even less computational demands. Iirc, a widely used pos software from the 80s has been running in emulation on pos hardware that far exceeds its requirements for the last 25 years, at least.
Also, my understanding is that lots of crucial government and business software runs on many layers of virtualization.
And my last recollection from what I’ve gathered is that, really until around the mid 90s a lot of operating systems made until then were pretty much hypervisors that ran programs that were virtual machines themselves. Multitasking was simply being able to route hardware resources to a given program, which was sorta its own environment.
This is like one of only three advantages to using planar graphics, like the Amiga did. With bitplanes you don't need to read back video memory: you just assume the top bit is for transparency effects only and blat out your spans.
[The other two advantages are cool moire effects because you can move the planes relative to each other, and memory / bus bandwidth efficiency for awkward colour depths which don't fit nicely into a byte or a nybble, like 8 (3 bits per pixel) or 32 (5 bits per pixel)]
The incompatibility with 32-bit makes me extremely frustrated; it seems as if in 2023, with quantum computing, DL models, and people porting games like this to FPGA, there should be a way to get 32-bit software to run on modern hardware. It's bizarre to me.
Steam specifically recommends not upgrading your mac OS to play these older games.
Is all this software going to become unusable because of this sort of thing?
I can't play planescape: torment on my phone because of this.
I spent 2h the other day trying to patch the apk to use APIs that would be compatible,and it still wouldn't start
There is a ton of stuff that broke when Apple moved to 32-bit and didn't bother making any kind of compatibility layer. Games are probably hit the worst because (a) almost nobody gives a shit about updating a game they finished working on a decade ago, and (b) almost nobody gives a shit about making a game work on the Mac anyway. I've been a Mac user since 2000 and I've been doing the vast majority of my gaming on consoles for all that time. The 2013 remake of Another World's available on my PS4, as well as the PS3, Vita, Wii U, Switch, Xbone, Android, iOS (well, assuming Apple didn't break that too), and more.
Steam says the remake works fine on the Steam Deck I just got, too, thanks to the work they put into their fork of WINE. Old software ends up in virtual machines, one way or another.
He also did the same for Flashback (REminiscence)