Prince of Persia
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Prince of Persia

Prince of Persia is a cinematic platformer released in 1989 by Brøderbund, designed by Jordan Mechner, and originally launched on the Apple II before being ported to DOS and other platforms. The game is renowned for its fluid rotoscoped animation, tense time limit, and clever level design, telling the story of an unnamed prince who traverses dungeons, defeats an evil grand vizier, and rescues a princess. It stands as a classic of action gaming and pioneered the fusion of cinematic storytelling with platforming, leaving a lasting impact on countless later works.

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Gameplay and design

One of the core mechanics in Prince of Persia is the sixty-minute countdown that runs throughout the entire game. Players must navigate from the depths of the dungeon to the top of the fortress tower within one hour of real time to rescue the princess held captive by the grand vizier Jaffar. This time limit is not just for show; it infuses every step of exploration and every battle with urgency, and it forces players to plan their routes through repeated attempts. From the second level onward, the game allows saving, but the timer does not pause, meaning that every failure and restart is a race against the clock.

The protagonist's health is represented by small red triangles at the bottom of the screen, starting with only three. Taking damage depletes health, and potions are the primary means of recovery: small red potions restore one unit, while small blue potions are poisonous and actually drain health if drunk; large red potions increase maximum health, and large green potions grant a temporary floating ability. This design makes resource management a key part of the game, requiring players to weigh which potions are worth the risk to obtain and which traps can be braved.

The dungeon is filled with a variety of deadly traps, including spikes, pits, and guillotines, where a single misstep can be fatal. Spikes spring from the ground, pits cause the hero to fall to his death if the drop is more than three stories, and guillotines test the player's timing. These traps are often combined with platform jumping, demanding precise control. If health reaches zero, the game restarts from the current level, but the timer does not reset, effectively serving as a time penalty that raises the cost of failure.

The combat system, while simple, has depth. The sword is acquired in the first level, and players soon encounter sword-wielding guards. Swordplay includes advancing, retreating, striking, blocking, and counterattacking after a block. Enemy AI is not overly complex, but combined with narrow corridors and platforms, battles remain tense. In the third level, skeleton swordsmen cannot be killed with the sword and must be pushed into pits, forcing players to change tactics. The final boss in the twelfth level is the hero's own shadow, which cannot be defeated by the sword; instead, the player must willingly merge with it and then cross an invisible bridge to face Jaffar.

The game also features clever mechanisms and puzzles. In the fourth level, a magic mirror forces the hero to jump over it, after which a doppelganger appears that steals potions and even throws the hero into a dungeon, causing considerable trouble. In the eighth level, the princess sends a white mouse to trigger a mechanism that opens a door for the hero, a cross-scene interaction that makes the world feel more alive. These designs not only add variety to the gameplay but also fill the adventure with surprises and challenges.

Background and release

The concept for Prince of Persia began in 1985, the year Jordan Mechner graduated from Yale University. He had already gained some fame in the gaming world with Karateka, but the inspiration for Prince of Persia was quite diverse: it drew from classic games like The Castles of Dr. Creep and Lode Runner, the storytelling atmosphere of One Thousand and One Nights, and the action scenes from films such as Raiders of the Lost Ark and The Adventures of Robin Hood. Mechner wanted to create a more realistic and cinematic action game, not just a simple jump-and-run.

The game's most striking technical feature is its rotoscoped animation. Mechner used videos of his brother David performing stunts in white clothing, as well as fight scenes from films like The Adventures of Robin Hood, to trace human motion frame by frame onto the game character. This technique made the hero's running, jumping, climbing, and swordplay exceptionally fluid, which was revolutionary at the time. However, rotoscoping was not Mechner's invention; he simply applied it to game animation, but the effect indeed stunned players of that era.

During development, the game's design direction underwent a significant shift. Initially, Mechner envisioned a non-violent protagonist with no combat system, but he later found this made the game dull. At the insistence of his colleague Tomi Pierce, he added sword combat and created the shadow character. This change transformed the game from a pure puzzle-platformer into an action-adventure, laying the foundation for the tone of the later Prince of Persia series.

Prince of Persia was originally developed for the Apple II platform, but a DOS version was developed almost simultaneously and released a few months later. The DOS version boasted better graphics and sound and became the basis for most other platform ports. Mechner himself only worked on the original Apple II version, while the DOS version was completed by other teams under his supervision. This dual-track development strategy allowed the game to quickly reach a wider range of platforms and laid the groundwork for its eventual success.

Development

The programming for Prince of Persia was done entirely in 6502 assembly language, a low-level language close to the hardware that is highly efficient but very tedious to write. The hero's walking cycle alone required 12 frames, each of which had to be hand-drawn and coded. Mechner invested tremendous effort in development, starting in 1985 and not finishing until 1989, a span of four years. During this time, he had to solve technical challenges while also handling game design, making it a truly personal, independent work.

The application of rotoscoping was a highlight of development. Mechner had his brother David dress in white and perform various actions in front of a camera, then analyzed the video frame by frame to convert the motion into animation frames for the game. This method was time-consuming but highly effective, giving the character's movements a lifelike weight and fluidity. He also studied sword fights in films to design combat moves that were both flashy and practical, making the game's battles look as exciting as movie scenes.

The Japanese computer ports were produced by Arsys Software and Riverhillsoft, who significantly enhanced the game. Not only were the visuals more refined, but they also redesigned the prince's appearance, introducing the iconic turban and vest look that later became a series hallmark. The Japanese version also optimized controls and level layouts to better suit Japanese players' preferences. This version later served as the basis for the Macintosh port and subsequent ports, and it can be said that the Japanese team played a crucial role in the globalization of Prince of Persia.

The game also included copy protection, requiring players in the second level to drink the correct potion based on a hint in the manual, or they could not proceed. This was a common anti-piracy measure at the time, but it also caused some inconvenience for legitimate players. The game underwent several version iterations during development, from 1.0 to 1.4, fixing bugs and adjusting some level designs. These details reflect the development ecosystem of that era and demonstrate the team's commitment to quality.

Reception and legacy

Prince of Persia was initially unsuccessful in the North American market; as of July 1990, the Apple II and IBM PC versions had each sold only 7,000 copies, a commercial failure. However, in Japan and Europe, the game was very well received, eventually selling 2 million copies worldwide. This trajectory of initial coldness followed by warmth shows that the game's reputation and quality ultimately overcame early market difficulties, and it also validates the strategy of cross-platform porting.

Media reviews were generally highly favorable. Charles Ardai of Computer Gaming World praised the game's animation as "extraordinarily realistic," considering it surpassed typical run-and-jump games and comparable to the achievements of Star Wars in cinema. In 1991, Amiga Power ranked the game as the 12th best Amiga game of all time; in 1996, Computer Gaming World listed it as the 84th best game ever. These honors cemented its status as a classic in gaming history.

Prince of Persia has had a profound influence on later games. It pioneered the cinematic platformer genre, and later titles like Another World and Flashback were clearly inspired by it. Additionally, its action-adventure elements provided inspiration for works such as Tomb Raider. The game's time limit, health system, trap design, and other mechanics became standard features in many action games. It is fair to say that without Prince of Persia, many later games might have taken a different shape.

In April 2012, Jordan Mechner released the long-lost original Apple II source code on GitHub, allowing fans and researchers to delve into the internal implementation of this classic game. The release of the source code also fostered community-made levels and mods, keeping the game vibrant decades later. For players, this is not just nostalgia but also a tribute to the art of game design.

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Keywords

波斯王子platformercinematic platformertime limitsword fightingBroderbundPOPThe Prince