the other background is known as background two and this caches the last background this means for quick cuts like in this section once again it's a simple copy operation of the blitter if we take a closer look at the scene with NUMBER_TOKEN polygons if we separate the static background and foreground we can see that in reality there's only a much smaller amount of polygons that are in play the majority of this scene is static this provides the optimization needed for another world to maintain its frame rate other clever tricks in the game are the color palette changes to represent certain effects for example the lightning strike in this intro sequence simply changes to a black and white color palette and combined with the sound effect is very effective overall palette swapping in the days of NUMBER_TOKEN bit was a common practice if we take a look at this demo the amiga boing ball demo it simulates a spinning ball rotation effect but in reality it's a simple cycling of color palettes this means that there's never any copy or redraw operations needed at all for another world then eric chahi would build a small virtual machine to host the game which consisted of all operations that were needed and if we take a look at gregory montoya's excellent reverse engineering of another world interpreter known as raw it's clear on how elegant and simplistic with only a small amount of code to build a virtual machine itself and perhaps this is why another world ended up being ported on many different computers and consoles over the years and it's just recently celebrated its NUMBER_TOKENth anniversary these days you can find another world on the xbox and playstation stores and i do recommend it if you haven't checked out the game now there are many different ports of another world slash out of this world to many different game consoles and it is worth checking out if you haven't played the game already but my bias may be showing but i believe that the original amiga version is hands down the best version of the game because i mean that's where it was originally developed on but i will also let you guys know that there is a great blog post from fabian sanglad and i have referenced some of his article material in this episode but he goes pretty deep on the different ports to the different systems so if you are interested about the graphics and how they worked on say the atari st or the game boy advance port or even the jaguar version of another world then check out his blog post and i'll leave a link to that in the description below as well as everything else that i've referenced in this episode there's definitely a lot of source material that i've referenced in this episode to bring it to you guys but we are going to leave it here for this episode this is the first video back in NUMBER_TOKEN and i'm excited to be back in front of the camera for you guys we have a lot of great content coming up this year so stick around as always guys if you like this episode don't forget to put a like on it and i'll catch you guys in the next video bye for now
START_INTERACTION_TOKEN but we are going to leave it here for this episode this is the first video back in NUMBER_TOKEN and i'm excited to be back in front of the camera for you guys we have a lot of great content coming up this year so stick around as always guys if you like this episode don't forget to put a like on it and i'll catch you guys in the next video bye for now END_INTERACTION_TOKEN