system and a tower structure. In the game's climax, Lester is severely wounded by one of the aliens, but with the help of his alien friend, manages to kill his attacker and escape. After reaching the top of the tower, Lester collapses, but is promptly joined by Buddy, who picks Lester up and the two escape on a dragon-like creature, flying off to the horizon. Development The game's French designer Éric Chahi had previously worked as a game programmer and then as a graphic designer for video games since 1983. It was the success of his earlier work with Paul Cuisset as a graphic designer for the adventure game Future Wars for Delphine Software and its royalties that gave him the chance to develop Another World "without any constraint of any sort or any editorial pressure." After Future Wars was released in 1989, Chahi had the choice either to work on Cuisset's next game, Operation Stealth, or create his own game. As "there had been many books and tools released to develop easily on the Amiga at that time," Chahi felt confident that he could go back to programming. The game was influenced by works that Chahi liked at the time. The art and atmosphere were influenced by science fiction books such as Dune, artists such as Michael Whelan, and comic illustrators such as Richard Corben. Manga such as Akira Toriyama's Dragon Ball influenced the way it suggests a lot with very little, character blurring effects such as the use of thin lines to suggest fast motion, and charging power attacks influenced by the Kamehameha. The game's art style and atmosphere also drew influence from science fiction or fantasy art, including artists such as Frank Frazetta, Bernie Wrightson, and Zdzisław Beksiński, as well as the novel Hyperion. The laser blasters were also influenced by Star Wars. In August 1989, Chahi was impressed by the flat-color animations that the Amiga version of Dragon's Lair had and thought that it would be possible to use vector outlines to create a similar effect using much less computer storage. After first attempting to write the graphical routines in C, he turned to assembly language. He wrote a polygon routine for the Motorola 68000 on an Atari ST to test his theory, with much success. Later, he found that he could run the code on the Amiga platform and achieve a frame rate of about