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In August 1989, Chahi was inspired by the flat-color animations used in the Amiga version of Dragon's Lair, and theorized that it would be possible to use vector outlines to create a similar effect using much less computer storage. He wrote a polygon routine in 68000 assembly language on an Atari ST to successfully test his theory. He planned on creating a science fiction game similar to Karateka and Impossible Mission. While Chahi had a clear idea of how to implement his game engine, he mostly improvised when creating the actual content of the game.[2]
He finished the game's introduction sequence early 1990 and started working on the first level. Because he wanted to create a dramatic, cinematic experience, the game does not use any HUD, dialog, or text, giving the player only a representation of the surrounding game world during both gameplay elements and the cut scenes progressing the story. The game was finished two years later in 1991, which inspired the game's tagline: "It took six days to create the Earth. Another World took two years".
Some original storyboards, drawn up during the game's initial development, reveal an unmade ending in which Lester Chaykin survives and becomes a leader of the alien world. The storyboards can be viewed on the game's official site.
Chahi used an Amiga 500 to create the final game, using Devpac Assembler to program the game engine and polygon outlines and GFA BASIC to create the game's editor. Using a genlock, he imported recordings of his little brother from a video camera to use for rotoscoping animations. He used a tape recorder to record the sound effects for the game. Background art was sketched with Deluxe Paint before being recreated as vector graphics with the game's editor.[3] The game is the first 2D game to use polygons for all of its graphics, as opposed to the more common sprites, which created a distinctive visual style. It took advantage of the computer hardware at that time to display full-screen animation (Amiga 500 and Atari ST were 68000 based, PC AT machines would have been 80286).
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The game was originally released for the Amiga in 1991, running at a display resolution of 320x200 pixels. This version received less play-testing than other versions, making for a less-fluid game, but the Amiga's sound capabilities afford it a high sound quality comparing to contemporary ports.[4] This version was then ported to the Atari ST. In the original Amiga version Lester yells as he grabs the vine in the first area. This feature was omitted from most other versions.
The game was released in the United States under the title Out of this World to avoid confusion with the popular but unrelated soap opera called Another World. Coincidentally, a science fiction sitcom called Out of This World aired at the same time of the game's US release
After receiving critique about the game's lifespan, Chahi added a whole new area using a number of new ideas. This ended up being the 1991 MS-DOS version, which was ported by Daniel Morais. The Apple Macintosh version features higher resolution than the MS-DOS version, but is otherwise identical.
Through Interplay, the game was released for the SNES, the Sega Mega Drive, and the Apple IIgs in 1992. The SNES and Apple IIgs ports were programmed by "Burger" Bill Heineman. Due to technical limitations, the SNES port runs at a lower resolution, while the SMD version has lower quality sounds and music.
Interplay wanted the console versions to be more difficult to give players more value for their money, so new dangers were added. Interplay wanted to exchange Jean-François Freitas's music for a different soundtrack, but Chahi did not agree to the change; but after considerable debate Interplay was eventually allowed to use additional music, composed by Charles Deenen. Nintendo then requested that all scenes featuring blood, or anything blood-like (such as the alien "venus flytrap" saliva in cutscenes), as well as a scene with nudity (right) be redrawn.
The Super Nintendo and Sega Genesis versions contain a prologue during the introduction, both differ in content.
The 3DO version was developed by Interplay, and features very detailed backgrounds. Chahi believes this actually detracts from the game, making the polygonal characters look simple by comparison. The game's soundtrack was changed again, albeit without any legal troubles, presumably due to Chahi's focus on Heart of Darkness.
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