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A platform-jumping prince – History of Prince of Persia's 1990s Ports

189 points| michelangelo | 5 months ago |jordanmechner.com

39 comments

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qmr|5 months ago

Jordan's books "The Making of Karateka" and "The Making of Prince of Persia" are delightful stream of consciousness journals of his time working on these early pioneering titles and are a fascinating look into the history of the personal computer and computer gaming revolutions.

Full of his hopes, thoughts, fears, struggles, aspirations, setbacks, and successes. Old sketches and screen captures. Just reading about his workflow for the animation on Prince of Persia is fascinating.

Jordan has a way with storytelling.

https://x.com/jmechner/status/1831585901350158436

barishnamazov|5 months ago

> "For the first time I felt what it's really like to play Prince of Persia when you're not the author and don't already know by rote what's lurking around every corner."

This perfectly captures why code reviews by someone who didn't write the original are so valuable. You can't unsee your own assumptions.

I remember seeing the following short but extremely interesting documentary about makings of the game as well: https://youtu.be/sw0VfmXKq54?feature=shared - Essential viewing for anyone interested in game development history.

gethly|5 months ago

> This perfectly captures why code reviews by someone who didn't write the original are so valuable. You can't unsee your own assumptions.

It's not just that. It's anything creative, really. It can be a tech startup, it can be a book... you name it. The thing is that creators become blinded by their own perception as they lose the ability to see flaws.

The longer they work on a thing, the less they are able to understand that other people might not understand a lot of things. I experienced it myself few times with my coding projects. It's actually quite bad as you just cannot fix a problem as you do not see it. Even if someone points it out to you, it takes quite some time to admit it is a problem.

This is why having teams of people is useful. Single startup founders, game designers, writers... have inherent blind spots in their entire work.

jezzamon|5 months ago

I've actually had the same experience the author describes -- me and a friend worked on a web game for 6 years together, and then later my friend made a steam port and extended the game. The experience was pretty awesome playing it for the first time; the connection to code review feels pretty trite in comparison.

The experience is more like discovering there was an extra book in a series you've read 20 times over. Except you were the original author!

close04|5 months ago

> You can't unsee your own assumptions.

It's why you can't escape a prison of your own making (literally or figuratively).

bluedino|5 months ago

My friends parents used to clean a business on the weekends, and as kids we got dragged along, but we had permission to play games on one of the office computers.

It was an unassuming 286 running DOS, but it had a modem and a couple bulletin boards in the phonebook.

Prince of Persia was one of the games we played the most. Paired with a Soundblaster and a small set of speakers, playing that game in a dark office was a great experience.

ct0|5 months ago

Sounds way more fun than my childhood, all I had was Raisins.

dunewalker547|5 months ago

If you find the columns jarring, run this in the console:

document.querySelectorAll('.col-50').forEach(d=>d.classList.replace('col-50','col-100'));

smig0|5 months ago

Or use reading mode (F9 in Firefox)

bapak|5 months ago

Thanks! As usual people favor look over usability and readability.

spapas82|5 months ago

I remember that I was playing the DOS version of PoP on a computer with Hercules Graphics Card (https://en.wikipedia.org/wiki/Hercules_Graphics_Card) so I suppose the DOS version also supported Hercules (beyond CGA/EGA/VGA).

The music, even though was playing from the PC beep speaker haunts me to this day https://www.youtube.com/watch?v=HcI8lQvX8Ng

Finally, after all these years I still remember running it with "prince megahit" to enable cheat mode so I'd be able to pass the levels using ctrl+l...

m000|5 months ago

> I suppose the DOS version also supported Hercules (beyond CGA/EGA/VGA).

IIRC, Hercules cards were more pro-oriented (monochrome graphics, but higher resolution than their contemporaries), so I doubt anyone would bother to make a game port specifically for them.

If you ran the game on a Hercules, most likely it was the CGA version run on top of a CGA simulator [1].

[1] https://dosdays.co.uk/topics/cga_simulators_for_hercules.php

wowczarek|5 months ago

prince megahit! Now that takes me back, way back!

spankibalt|5 months ago

My favorites will always be the PC and GameBoy releases but the SNES version is certainly worth a look.

animal531|5 months ago

I quickly tried it (having only ever played the PC version when I was a kid).

They really upped the level and detailing on the art and the audio/music is quite good as well.

Design-wise they added a button to perform a forward jump which is really welcome.

msephton|5 months ago

It's a shame that's a ~40MB single page of all blog posts. IMHO each blog post should have its own page, to make it easier to share.

sph|5 months ago

I used to blame the kids for creating 40MB SPAs, but the author has written a popular game on an Apple II :(

To be fair, he probably has better to do today than keep up with web technologies. I know I would.

Waraqa|5 months ago

How did you measure it?

I saved the page as mhtml and it was only 24.4 MB

pavlov|5 months ago

The two-column layout is quite confusing here.

You're supposed to read the entire left-hand column first, then scroll back up where it continues with "Presage had an excellent, seasoned lead Mac programmer..."

This works in print where you can guarantee that both columns fit on the page, but on the web it's just weird.

The columns are responsive, so a quick usability to fix is to make your browser window narrow enough that the other column goes away.

gwbas1c|5 months ago

The column layout is a very poor choice here. I started reading on the 2nd column because the images push the beginning of the article so low.