Prince of Persia

Super Nintendo (SNES) 0 subscribers
Manual

3.6M plays 1989 #Action#Platform

Prince of Persia is a cinematic platform game created by Jordan Mechner and originally published by Brøderbund for the Apple II in 1989. Its unusually fluid character movement was produced with rotoscoping, using filmed footage of Mechner's brother David as the basis for the Prince's animation. The game subsequently appeared on numerous computers and consoles, becoming one of the most widely converted titles of its era and an important influence on later cinematic platform games. This Super Nintendo Entertainment System edition preserves the same central combination of acrobatics, environmental puzzles and sword fighting.

While the Sultan is away at war, the treacherous vizier Jaffar seizes power and imprisons the Princess. She must agree to marry him or die, while the young man she loves is thrown into the palace dungeons. The player's task is to escape, cross the palace and defeat Jaffar before this version's 120-minute deadline expires. The journey also introduces a magical shadow of the hero, created when he passes through an enchanted mirror and ultimately overcome through understanding rather than ordinary combat.

Movement is deliberately realistic and requires more planning than in conventional platform games. The Prince can run, make standing or running jumps, crouch, climb ledges and descend carefully from platforms. Loose floor tiles collapse under his weight, pressure plates operate gates, and badly judged falls can injure or kill him. Spikes, deep pits and blade traps demand precise timing, while the layout of each room frequently requires the player to determine the correct route before committing to a jump.

After finding a sword, the Prince must also confront Jaffar's guards. Combat is based on advancing, retreating, striking and parrying rather than rapid attacks, and enemies can sometimes be driven into nearby traps. The health display allows several minor injuries, while red potions restore strength and larger vessels can increase its maximum value; other potions may be poisonous or produce magical effects. Death normally restarts the current level, but the global countdown continues, turning repeated mistakes into a lasting penalty.

The Super NES version was developed by Arsys Software and released in 1992. Rather than merely reproducing the original, it expands the campaign from twelve to twenty levels, introduces new rooms, traps and bosses, adds in-game music and doubles the time limit to 120 minutes. Its richer presentation and substantial additional content make it one of the most distinctive and highly regarded adaptations of the original game. The lifelike animation grew from techniques Mechner had already explored in Karateka, while the story continued in Prince of Persia 2: The Shadow & The Flame. Although its measured controls require practice, Prince of Persia remains a landmark of video-game animation and level design.

Text: RetroGames.cz, licensed under CC BY-SA 3.0

Keyboard controls

SNESPlayer 1Player 2
D-pad↑↓←→IKJL
AZM
BXN
XAU
YSH
LQY
REO
SelectShiftB
StartEnterSpace

Hotkeys

  • 1 Quick save state
  • 2 Quick load state
  • 3 Change save slot

Gamepads are detected when you press a button. Remap any key from the emulator’s Controls menu (gear icon).

Online, both players use the Player 1 keys (or a gamepad) on their own computer. Saving, loading and pausing are off while you play online.

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Keyboard controls

SNESPlayer 1Player 2
D-pad↑↓←→IKJL
AZM
BXN
XAU
YSH
LQY
REO
SelectShiftB
StartEnterSpace

Hotkeys

  • 1 Quick save state
  • 2 Quick load state
  • 3 Change save slot

Gamepads are detected when you press a button. Remap any key from the emulator’s Controls menu (gear icon).

Online, both players use the Player 1 keys (or a gamepad) on their own computer. Saving, loading and pausing are off while you play online.

Emulator help & troubleshooting

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