infovore + princeofpersia   7

Prince of Persia
Really rather impressive port of Prince of Persia to... the BBC Micro. From the original Apple II source code which is, of course, also a 6502 chip - although not quite the same. The palette may be rough and ready, but the sound and animation is spot on. I'd dread playing this with the original micro keyboard, though.
games  princeofpersia  bbcmicro  programming  compression  assembly 
april 2018 by infovore
Insult Swordfighting: Games of the decade: Prince of Persia: The Sands of Time -- Video Game Reviews and Rants
"Then, after the Prince topples the evil Vizier and rewinds time, back to before the Sands destroyed everything, it's as though they've never met. When we realize that the Prince has been talking to Farah all along, and not to us, it is a perfect storytelling moment: funny, surprising, achingly romantic. I don't remember if Farah falls in love with the Prince after that, but I did." Mitch writes about Sands of Time in his end-of-decade list. It's still, I think, my favourite game of the decade.
games  sandsoftime  princeofpersia  mitchkrpata  writing 
december 2009 by infovore
GameSetWatch - Column: 'Diamond in the Rough' : Caring About The Prince
"This Prince of Persia is many things good and bad, but for me, it has been one of the more enthralling experiences provided by a video game. It eschews frustrating, punishing gameplay tropes, and instead follows a hugely unpopular and successful (at its aim) path: it aims to create a continuous, enjoyable, flowing experience, one unhindered by the mechanical, artificial traditions of “achievement” and “fun” that so many games cling to."
games  storytelling  narrative  difficulty  experience  flow  princeofpersia  gamesetwatch 
january 2009 by infovore
Versus CluClu Land: Is Death the Mother of Beauty?
"Prince of Persia isn't Ninja Gaiden, and this is OK, because it's not aiming for the same tension-filled experience. It's a game that wants to be lyrical. It wants to be an musical instrument rather than a crucible, and it succeeds in this goal." Point taken. I might end up giving the Prince a chance, when my current crop of challenge-heavy games is worn down.
games  princeofpersia  ubisoft  criticism  iroquoispliskin  stylisation  lyricism 
december 2008 by infovore
Review: Consequence-Free Prince of Persia Reduces Frustration, Loses the Fun | Game | Life from Wired.com
"Yes, it's true that at no time while playing Prince of Persia did I feel any of the frustration that I felt on a regular basis in Mirror's Edge. But neither did I ever feel the joy of doing something right, of stringing together a perfect series of vaults and wall-runs and feeling like it was based on my own skill. Can one exist without the other? Is it impossible to create joy without difficulty? I don't know. But Prince of Persia lost something significant." I'm a bit worried about the new Prince, especially having read this; the challenge/reward balance is hugely important to it as a series, especially since the marvellous Sands of Time. Also, more worryingly: are developers shying away from letting players fail any more?
princeofpersia  review  games  gameplay  mechanics  challenge  failure  reward 
december 2008 by infovore
jordanmechner.com » Blog Archive » October 20, 1985
Jordan Mechner is serialising - and backdating - his journals from making the original Prince Of Persia. This post is a corker, if only for one of the early videos of Mechner's brother running and jumping. If you've played the original game, you'll understand what I mean the second you see the video.
animation  video  jordanmechner  princeofpersia 
october 2008 by infovore
The Sands of Time: Crafting a Video Game Story - Jordan Mechner
"In this chapter I'll try to shed some light on the creative and technical decision-making processes that went into crafting the story and narrative elements of Prince of Persia: The Sands of Time (POP for short). The team's approach was practical, not literary; our challenge was to find the right story for a mass-market action video game." Jordan Mechner on writing Sands of Time; well-crafted, and very pragmatic.
writing  jordanmechner  games  script  princeofpersia  pop  popsot 
october 2008 by infovore

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