Apple ][ Ootw "Demake" Demo


I've always been impressed by Éric Chahi's "Another World" ("Out of this World" in the US). I especially liked the intro movie. Back in the day I played the DOS version, and later the SNES port.

Recently I was inspired by Paul Nicholas' Pico-8 version. It's dangerous when I see colors and say "hey those aren't too far off what the Apple II can do".

So anyway I made a rough version of the first two screens of the game using the Apple II (from 1977) Lores graphics mode.

You might say "Hey, there's an amazing official Apple IIgs version". That's true, but the Apple IIgs came out 10 years later and has an order-of-magnitude better hardware to work with.


This is video from V1.0. If you want newer video you might find some on twitter, or feel free to download the disk image and try it yourself.

I grabbed this with a new video capture card. Not sure if it is better than the old one.

System Requirements

Frequently Asked Questions



Disk Image


Development Notes

V1.6 notes -- 2/18/2019

Intro is now up through the lightning storm.

You can get some interesting effects when your code goes off the rails:

V1.5 notes -- 2/6/2019

More work on the intro movie, have it more or less OK up through the keypad scene.

V1.4 notes -- 1/28/2019

Added backgrounds for the intro movie. Can now trigger the beast animation. Slugs appear on ceiling but cannot fall yet.

V1.3 notes -- 1/21/2019

Added slugs to second cavern room. Can climb slope in rope room now.

V1.2 notes -- 1/20/2019

Added more of the rooms. Started making the code generic so I can arbitrarily turn on earthquakes in any of the rooms. It's beginning to look like I might get around to implementing much of the game up to the first checkpoint.

V1.1 notes -- 1/19/2019

Had thought I was done, but no, I went and added another room (the rope room to the left of the pool). Still need to enable earthquakes for it (and of course, eventually, rope activities).

V1.0 notes -- 1/18/2019

This was an unexpectedly fun project. Development goes a lot easier when you aren't cycle-counting or worrying about size optimization. As always the Apple II lores color pallette and pixel size are a bit of a challenge.
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