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{{dablink|This article is about the 1989 video game. For the 2008 game of the same name, see ''[[Prince of Persia (2008 video game)]]''.}}
{{about|the 1989 video game|the 2008 game of the same name|Prince of Persia (2008 video game)}}


{{Infobox VG|title=Prince of Persia
{{Infobox VG|title=Prince of Persia
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|caption=Cover art used for Amiga, Amstrad CPC, Atari ST and MS-DOS versions
|caption=Cover art used for Amiga, Amstrad CPC, Atari ST and MS-DOS versions
|developer=[[Brøderbund]]
|developer=[[Brøderbund]]
|publisher=Brøderbund, [[Ubisoft]] (iOS, XBLA, Virtual Console)
|publisher=Brøderbund, <br> [[Riverhillsoft]] (Japan), <br> [[Ubisoft]] (iOS, XBLA, Virtual Console)
|designer=[[Jordan Mechner]]
|designer=[[Jordan Mechner]]
|artist=[[Riverhillsoft]] (updated character design)
|released=October 3, 1989<ref name="date">{{cite web|url=http://jordanmechner.com/blog/2009/05/prince-of-persia-released/|title=Prince of Persia released|publisher=jordanmechner.com|last=Mechner|first=Jordan|date=2009-05-03|accessdate=2009-12-13}}</ref>
|released={{vgrelease|NA=October 3, 1989<ref name="date">{{cite web|url=http://jordanmechner.com/blog/2009/05/prince-of-persia-released/|title=Prince of Persia released|publisher=jordanmechner.com|last=Mechner|first=Jordan|date=2009-05-03|accessdate=2009-12-13}}</ref>}} {{vgrelease|JP=1990|EU=1990}}
|genre=[[Platform game#Cinematic platformers|Cinematic platformer]]
|genre=[[Platform game#Cinematic platformers|Cinematic platformer]]
|modes=[[Single-player video game|Single-player]]
|modes=[[Single-player video game|Single-player]]
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==Ports==
==Ports==
{{unreferenced|section|date=February 2011}}
{{refimprove|section|date=February 2011}}


''Prince of Persia'' was originally released for the [[Apple II series|Apple II]] in 1989. One year later it was ported to other personal computers such as the [[Amiga]], the Amstrad CPC, the [[Atari ST]], and the [[IBM PC compatible|PC]] ([[MS-DOS]]). The game was ported in 1991 to the [[Sharp X68000]] and the Japanese [[PC Engine]], using the Super CD-ROM format (but got distributed in the US only two years later). In 1992, when the home console market was growing steadily, versions for the [[Sega Master System]], [[Sega CD]], [[TurboGrafx-CD]] (the American version of the PC Engine), [[NES]], and [[Game Boy]] were released, as well as a version with enhanced artwork for the [[Macintosh]]. An enhanced version for the [[SNES]] had been released <ref>{{cite web|title= Prince of Persia (SNES/SFC)|url=http://www.gamefaqs.com/snes/588588-prince-of-persia|publisher=at [[GameFAQs]]}}</ref>, and a Mega Drive/Genesis version was released later in 1993. Another port was released for the [[Game Boy Color]] in 1999. [[Java (programming language)|Java]] versions for mobile devices appeared in the early 2000s. For the revival title, ''[[Prince of Persia: The Sands of Time]]'', the Macintosh version was included as a secret that could be unlocked. The first level of the game was also made into a secret 3D [[minigame]] in ''The Sands of Time''. The NES version of the game's music was composed by [[Commodore 64]] musician [[Mark Cooksey]]. While the game does not have credits, he has confirmed that he was the composer to the game.
''Prince of Persia'' was originally released for the [[Apple II series|Apple II]] in 1989. One year later it was ported to other personal computers such as the [[Amiga]], the Amstrad CPC, the [[Atari ST]], and the [[IBM PC compatible|PC]] ([[MS-DOS]]). [[Riverhillsoft]] then ported the game for the Japanese [[NEC PC-9801]] platform in 1990, which first introduced the protagonist's "[[turban]] and vest" appearance. Mechner was impressed with the PC-9801 version, which would later form the basis for all subsequent versions of the game. The game was then ported in 1991 to the [[Sharp X68000]], which ran it at a [[display resolution|high resolution]], and the Japanese [[PC Engine]], which utilized the Super CD-ROM format and featured a new [[Red Book (CD standard)|Red Book]] [[video game music|audio soundtrack]]; this version was distributed in the US two years later. In 1992, when the home console market was growing steadily, versions for the [[Sega Master System]], [[Sega CD]], [[TurboGrafx-CD]] (the American version of the PC Engine), [[NES]], and [[Game Boy]] were released, as well as a version with enhanced artwork for the [[FM Towns]] and [[Macintosh]].<ref name="hg101_pop"/>
An enhanced version for the [[SNES]] had been released,<ref>{{cite web|title= Prince of Persia (SNES/SFC)|url=http://www.gamefaqs.com/snes/588588-prince-of-persia|publisher=at [[GameFAQs]]}}</ref> and a [[Mega Drive|Mega Drive/Genesis]] version was released later in 1993. Another port was released for the [[Game Boy Color]] in 1999. [[Java (programming language)|Java]] versions for mobile devices appeared in the early 2000s. For the revival title, ''[[Prince of Persia: The Sands of Time]]'', the Macintosh version was included as a secret that could be unlocked. The first level of the game was also made into a secret 3D [[minigame]] in ''The Sands of Time''. The NES version of the game's music was composed by [[Commodore 64]] musician [[Mark Cooksey]]. While the game does not have credits, he has confirmed that he was the composer to the game.


The [[SAM Coupé]] version, released in 1992, is unique because it was programmed unofficially using graphics copied pixel by pixel from paused frames of the [[Amiga]] version and only shown to [[Domark]] (the UK distributors of ''Prince of Persia'') for potential release near completion.{{Citation needed|date=July 2008}} Although the computer had a very small user base and no other mainstream support, the release was allowed because of the very high quality of the conversion and the fact that it would incur almost no further development costs. Due to its independently produced status and the fact that the work was done almost entirely by one individual, Chris White, this version of ''Prince of Persia'' has several unique bugs.{{Citation needed|date=April 2010}}
The [[SAM Coupé]] version, released in 1992, is unique because it was programmed unofficially using graphics copied pixel by pixel from paused frames of the [[Amiga]] version and only shown to [[Domark]] (the UK distributors of ''Prince of Persia'') for potential release near completion.{{Citation needed|date=July 2008}} Although the computer had a very small user base and no other mainstream support, the release was allowed because of the very high quality of the conversion and the fact that it would incur almost no further development costs. Due to its independently produced status and the fact that the work was done almost entirely by one individual, Chris White, this version of ''Prince of Persia'' has several unique bugs.{{Citation needed|date=April 2010}}
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{{Expand section|date=February 2011}}
{{Expand section|date=February 2011}}


The game received 5 out of 5 stars in ''[[Dragon (magazine)|Dragon]]''.<ref name="Dragon188">{{cite journal|title=The Role of Computers|author=Lesser, Hartley, Patricia, and Kirk|journal=Dragon|issue=188|date=December 1992|pages=57–64}}</ref>
The game received 5 out of 5 stars in ''[[Dragon (magazine)|Dragon]]'' magazine.<ref name="Dragon188">{{cite journal|title=The Role of Computers|author=Lesser, Hartley, Patricia, and Kirk|journal=Dragon|issue=188|date=December 1992|pages=57–64}}</ref>

Despite critical acclaim, the game was initially a commercial failure in [[North America]], where it had sold only 7,000 units each on the [[Apple II]] and [[IBM Personal Computer|IBM]] computer platforms by July 1990. It was when the game was released in [[Japan]] and [[Europe]] that year that it became a commercial success. In July 1990, the [[NEC PC-9801]] version sold 10,000 units as soon as it was released in Japan. It was then ported to various different home computers and [[video game console]]s, eventually selling 2 million units worldwide by the time its sequel ''[[Prince of Persia 2: The Shadow and the Flame]]'' (1993) was in production. ''Prince of Persia'' would go on to influence [[Platform game#Cinematic platformers|cinematic platformers]] such as ''[[Flashback (video game)|Flashback]]'' as well as [[action-adventure game]]s such as ''[[Tomb Raider]]''.<ref name="hg101_pop">{{cite web|title=Prince of Persia|url=http://hardcoregaming101.net/princeofpersia/princeofpersia.htm|publisher=Hardcore Gaming 101|accessdate=22 June 2012|author=Kurt Kalata|coauthors=Derboo|date=08/12/2011}}</ref>


==Remake and modifications==
==Remake and modifications==

Revision as of 18:49, 22 June 2012

Prince of Persia
Cover art used for Amiga, Amstrad CPC, Atari ST and MS-DOS versions
Developer(s)Brøderbund
Publisher(s)Brøderbund,
Riverhillsoft (Japan),
Ubisoft (iOS, XBLA, Virtual Console)
Designer(s)Jordan Mechner
Artist(s)Riverhillsoft (updated character design)
Platform(s)Apple II (see Ports)
Genre(s)Cinematic platformer
Mode(s)Single-player

Prince of Persia is a platform game, originally developed by Jordan Mechner and released in 1989 for the Apple II, that represented a great leap forward in the quality of animation seen in video games.

After the original release on the Apple II, Prince of Persia was ported to a wide range of platforms. The game managed to surprise and captivate the player despite being at first glance, repetitive.[2] This was achieved by interspersing intelligent puzzles and deadly traps all along the path the player-controlled Prince had to take to complete the game—all this packaged in fluid, life-like motion.

Prince of Persia influenced a sub-genre, which imitated the sprawling non-scrolling levels, fluid animation, and control style.[3]

Plot

The game is set in Ancient Persia. While the Sultan is fighting a war in a foreign land, his vizier Jaffar seizes power. Jaffar's only obstacle to the throne is the Sultan's daughter. Jaffar locks her in a tower and orders her, under threat of execution, to become his wife. The game's nameless protagonist, whom the Princess loves, is thrown into the palace dungeons. To win the game the player must lead the protagonist out of the dungeons and to the palace tower, defeating Jaffar and freeing the Princess in under 60 minutes.

The character of Jaffar is loosely based on Ja'far bin Yahya Barmaki, a Persian vizier who was executed for allegedly having an affair with a princess. He is a recurring character in the Arabian Nights and elsewhere in film and literature.[original research?]

Gameplay

The gameplay is similar to the later Prince of Persia games as the player can jump through walls, avoid traps and fight enemies.

Development

IBM PC version of Prince of Persia.
Mechner used videos of his younger brother, David, as a reference for the original animation for the Apple II version of the game, and copied for the IBM PC version of the game, seen here

Mechner used a process called rotoscoping, in which he studied many hours of film of his younger brother David running and jumping in white clothes.[4] Also unusual was the method of combat: protagonist and enemies fought with swords, not projectile weapons, as was the case in most contemporary games. Mechner has said that when he started programming, the first ten minutes of the film Raiders of the Lost Ark had been one of the main inspirations for the character's acrobatic responses in a dangerous environment.[5]

Ports

Prince of Persia was originally released for the Apple II in 1989. One year later it was ported to other personal computers such as the Amiga, the Amstrad CPC, the Atari ST, and the PC (MS-DOS). Riverhillsoft then ported the game for the Japanese NEC PC-9801 platform in 1990, which first introduced the protagonist's "turban and vest" appearance. Mechner was impressed with the PC-9801 version, which would later form the basis for all subsequent versions of the game. The game was then ported in 1991 to the Sharp X68000, which ran it at a high resolution, and the Japanese PC Engine, which utilized the Super CD-ROM format and featured a new Red Book audio soundtrack; this version was distributed in the US two years later. In 1992, when the home console market was growing steadily, versions for the Sega Master System, Sega CD, TurboGrafx-CD (the American version of the PC Engine), NES, and Game Boy were released, as well as a version with enhanced artwork for the FM Towns and Macintosh.[6]

An enhanced version for the SNES had been released,[7] and a Mega Drive/Genesis version was released later in 1993. Another port was released for the Game Boy Color in 1999. Java versions for mobile devices appeared in the early 2000s. For the revival title, Prince of Persia: The Sands of Time, the Macintosh version was included as a secret that could be unlocked. The first level of the game was also made into a secret 3D minigame in The Sands of Time. The NES version of the game's music was composed by Commodore 64 musician Mark Cooksey. While the game does not have credits, he has confirmed that he was the composer to the game.

The SAM Coupé version, released in 1992, is unique because it was programmed unofficially using graphics copied pixel by pixel from paused frames of the Amiga version and only shown to Domark (the UK distributors of Prince of Persia) for potential release near completion.[citation needed] Although the computer had a very small user base and no other mainstream support, the release was allowed because of the very high quality of the conversion and the fact that it would incur almost no further development costs. Due to its independently produced status and the fact that the work was done almost entirely by one individual, Chris White, this version of Prince of Persia has several unique bugs.[citation needed]

The PC Engine/TurboGrafx-CD and Sega CD versions used the CD format to incorporate animated cutscenes with voice tracks and CD Audio soundtracks. Both versions of the game had modified graphics that seem to be based on the Macintosh version, where the Prince had a turban and colored clothing. Jaffar appears in the final level whereas the enemy encountered in the penultimate level is a champion guard.

The Mega Drive/Genesis port also had improved graphics and background music. The Mega Drive version differs with the Genesis version in that it has four additional unique levels and new kinds of potions (one that freezes time, others that give additional minutes to complete the game and one that causes a small quake and make panels collapse).

The SNES version is also unique. Aside from graphic and aural enhancements, the game has twenty levels instead of the original's thirteen; the original levels that remain have some extra rooms or different routes. Also, there are boss battles that involve not only swordfighting but dodging as well. Unlike other versions, the player is given two hours to rescue the Princess. The prologue is also different, showing the protagonist courting the Princess, then being arrested and beaten. The scene of the protagonist being beaten is only available on the Japanese version of the game;[8] it was censored in the North American and European versions. The SNES version was ported and developed by Nihon Computer System and published by Konami in North America and Europe. This version for the Wii along with the Game Boy Color version for the Nintendo 3DS has been released together by Ubisoft on Nintendo's Virtual Console in January 19, 2012.

In addition, the Apple II version of the game was included as an unlockable content in the Wii version of Prince of Persia: The Forgotten Sands.

Prince of Persia also got unofficial ports to the ZX Spectrum, programmed by Nicodim and released in 1996[9], and to the Commodore 64, programmed by Andreas Varga and released on October 16, 2011.[10]

Ubisoft released a remake of the game called Prince of Persia Retro for the iPhone and iPad, which seems to be based on the Macintosh version.

Reception

The game received 5 out of 5 stars in Dragon magazine.[11]

Despite critical acclaim, the game was initially a commercial failure in North America, where it had sold only 7,000 units each on the Apple II and IBM computer platforms by July 1990. It was when the game was released in Japan and Europe that year that it became a commercial success. In July 1990, the NEC PC-9801 version sold 10,000 units as soon as it was released in Japan. It was then ported to various different home computers and video game consoles, eventually selling 2 million units worldwide by the time its sequel Prince of Persia 2: The Shadow and the Flame (1993) was in production. Prince of Persia would go on to influence cinematic platformers such as Flashback as well as action-adventure games such as Tomb Raider.[6]

Remake and modifications

In 2007, Prince of Persia was remade and ported by Gameloft. The remake, titled Prince of Persia Classic, was released on June 13, 2007 to the Xbox Live Arcade, and on October 23, 2008 on the PlayStation Network. It features the same level design and general premise but contained 3D-rendered graphics, more fluid movements, and Sands of Time aesthetics.[12] The gameplay and controls were slightly adjusted to include a wall-jump move and different swordplay. New game modes were also added, such as "Time Attack" and "Survival".[13]

Reverse engineering efforts by fans of the original game have resulted in detailed documentation of the file formats of the MS-DOS version.[14] Various level editors have been created that can be used to modify the level files of the DOS version.[15] With these editors and other software, over sixty mods have been created.[16]

Original Source Release

On April 17, 2012, Jordan Mechner established a GitHub repository containing the long-thought-lost original Apple II source code for Prince of Persia.[17] A technical document describing the operation of this source code is available on Mechner's website.

References

  1. ^ Mechner, Jordan (2009-05-03). "Prince of Persia released". jordanmechner.com. Retrieved 2009-12-13.
  2. ^ "Jordan Mechner's personal diary", Jordan Mechner's blog.
  3. ^ "Prince of Persia Retrospective", gametap.com, May 5, 2008.
  4. ^ October 20, 1985 | jordanmechner.com
  5. ^ Gamasutra - Features - Game Design: Theory & Practice Second Edition: 'Interview with Jordan Mechner'
  6. ^ a b Kurt Kalata (08/12/2011). "Prince of Persia". Hardcore Gaming 101. Retrieved 22 June 2012. {{cite web}}: Check date values in: |date= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  7. ^ "Prince of Persia (SNES/SFC)". at GameFAQs.
  8. ^ "Prince of Persia (Super Famicom - Uncensored Opening)".
  9. ^ Hyde, John. "Prince of Persia 1 ZX Spectrum". Prince of Persia Unofficial Website. Retrieved 2011-10-18.
  10. ^ Varga, Andreas (2011-10-16). "Prince of Persia for Commodore 64/128 released". Prince of Persia C64 - Development Blog. Retrieved 2011-10-18.
  11. ^ Lesser, Hartley, Patricia, and Kirk (December 1992). "The Role of Computers". Dragon (188): 57–64.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  12. ^ "1UP Classic review". 1UP.
  13. ^ "Xboxic Classic review". Xboxic.
  14. ^ "Prince of Persia Specifications of File Formats" (PDF). Princed Development Team. 2008-01-05. Retrieved 2011-05-07.
  15. ^ "Modding Community; Level Editors". PoPOT.org. Retrieved 2011-05-07.
  16. ^ "Modding Community; Custom Levels". PoPOT.org. Retrieved 2011-05-07.
  17. ^ "Prince of Persia source code successfully rescued". Retrieved 2012-04-17.

External links