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Prince Of Persia




  developer Brøderbund
  publisher Brøderbund
  designer Jordan Mechner
  released Between 1989 and 1999 (see article)
  genre Platform
  modes Single Player
  platforms PC ( MS-DOS ), Apple II , Apple Macintosh , Amiga , Atari ST , Master System , MD / Gens (ported to Mega CD ), Sega Game Gear , TurboGrafx CD , NES , SNES , GB/GBC , SAM Coupé , Amstrad CPC , ZX Spectrum (complete but unofficial port by Nicodim)media = 1 CD / 1 Floppy Disk / 1 Cart
  input Keyboard , Joystick (PC)


Puccini 's opera

''Prince of Persia'' is a Platform Game that was released by Brøderbund in 1989 for the 8-bit Apple II series. It was widely seen as a great leap forward in the quality of Animation seen in video games. Jordan Mechner , the author, studied many hours of Film s of his brother David Mechner running and jumping in white clothes to ensure that all the movements looked just right in a process called Rotoscoping . Also unusual was the method of Combat ; protagonist and enemies fought with Sword s, not some sort of projectile weapons, as was the case in most contemporary games.

After the original release for the Apple II computer, ''Prince of Persia'' was ported to a wide range of platforms, including the Amiga , Apple Macintosh , DOS , NES , Game Boy , Game Gear , SNES and Mega Drive/Genesis . The game managed to surprise and captivate the player despite being, at first glance, repetitive.

As the title suggests, the game is set in Persia , and is similar to the tale of Aladdin . The Sultan is away at war, and the evil Vizier Jaffar plans to seize the throne for himself. Jaffar has imprisoned the princess and given her one hour to make her decision: marry him, or die. The player assumes the role of an adventurer, the princess's true love; he must escape from prison and rescue her before the hour is up, defeating the vizier and earning the princedom of Persia.

The twist is that the game is played in Real Time , so the player must quickly complete the quest without breaks. On some platforms it is possible to save the game at the start of each level, however the time limit still applies. The only way to lose the game is by letting the time expire. If the player is killed, the game will restart from the beginning of the level, or in some levels, a mid-way checkpoint. The game also included a power bar. Medium falls, blue potions, being hit by falling platforms and sword hits took one notch from the power bar, while major falls, being hit unarmed, falling or running on spikes and blades killed the player instantly. The player could increase the number of notches in the power bar by drinking larger red potions, usually hidden or in dangerous places. There was also a green potion that made the player float or flip the screen, depending on the level.


PORTS

Originally released for the '', the Macintosh version was put in to be unlocked by beating the game once or by finding a secret area (The GameCube version of the game also has a third method of unlocking the original game by finding 3 switches in the Game Boy Advance game, with the GBA being connected to the GameCube).

The SAM Coupé version, released in 1992, is unique because it was programmed unofficially using graphics painstakingly 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. 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.

The Super Nintendo version is also unique. Aside from graphic and aural enhancements, the game has 20 levels instead of the original's 13; the original levels that remained had some extra rooms or different routes. Also, there are boss battles, some of which are not the typical swordfighters, and that involves not only swordfighting but dodging as well. This version was ported and developed by NCS and published by Konami in America.


  { Class "wikitable"