• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:40
CEST 20:40
KST 03:40
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #22 - Voting1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th60Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Changing from 12 to 8 is just asking for StarCraft TL.net Map Contest #22 - Voting herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO8 Preview
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
Pros React To: ASL S21 Finals VPN experiences Quality of life changes in BW that you will like ? Every Matchup's Top 5 Winrates (all ASLs & KSLs) BW General Discussion
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2497 users

The genius of Prince Of Persia 1 (Level 2)

Blogs > 0x64
Post a Reply
0x64
Profile Blog Joined September 2002
Finland4615 Posts
October 25 2013 10:12 GMT
#1
Level 1

http://www.teamliquid.net/blogs/viewblog.php?topic_id=433272

Conference talk by the creator

http://www.gdcvault.com/play/1014634/Classic-Game-Postmortem-PRINCE-OF

Old games were also programming wonders, here is a code review

http://fabiensanglard.net/prince_of_persia/


[image loading]
Apple 2, 1989

[image loading]
DOS, 1990

[image loading]
Macintosh, 1992 (That's when I had the chance to finally play this game!)

I wanted to show a little bit of the graphical evolution of the game.
The Macintosh version ended up using graphics that were created for Prince of Persia 2.
The game I played pretty much looked like this:
[image loading]
The wonderful thing was that it would run as well on my Mac SE in black&white, the art was solid and the code very efficient.
While playing at a friends house, the game pretty much looked like this:
[image loading]

The difference was also huge on the music side, that again set the difference between the PC and the Mac version.
The SNES version managed quite nicely the music side.

Later, more modern adaptation of this title were made, POP: Sands Of Time for Playstation (Or was it for XBox?) shipped with a secret version of POP1 with 3d graphs.

Anyway, Let's go to analyze the shit out of level 2!



Level 2

1. First screen, we notice on the right, two fallen tiles, a dead end. This two falling tile are repeated straight in the second screen. Not really relevant, just making the first screen less boring.

2. Falling tile + guard fight, hey that fight feels already more exciting! Drama added! Notice how the guard also blocks your attack.

3. A way to explore down, if I remember correctly, there is a health potion hidden there.

4. Third screen, first time we have spikes on the same level as you are running. First potion you are forced to notice. Doesn't particle effect call you?

5. 4th screen, quite a straightforward jump timing challenge, not fatal. Notice the fallen tiles, this time to indicate that there is a way up the roof.

6. 5th screen, again has something to tell us. You missed a secret passage!!! If you'd found the secret, you might have wondered why was there even this little dead end to the left.

7. 6th and 7th room are simple, probably just about pacing and diversity. "we are in a well guarded p(a)lace".

8. 8th room. The poison potion.. This one has a teaching lessons. You want to introduce the concept of particle colors have a meaning: Red is Healthy. White is bad (or at least hazardous).
The good potion is given first, so if the player has only one life left, he doesn't do kill himself on the first encounter with the poison. This poison potion is overall a pretty gimmicky design, as it serves no purpose anymore once the player knows the negative effect.

9. The shut down tile is there again a added juice, do you bother to jump over, just a little gamble but so far the game has been fair and you have no reason to think you might get permanently stuck. This is a long term thing the game is trying to teach, a teaching needed at Level 8. Level 8 would simply not work if you could get trapped before or that you would have not had plenty of door slamming behind you and not being a problem.
Level 8 is the one where you get stuck and you just have to wait near the door that a mouse comes and press the door trigger.

10. 9th room, jump and attack guards. This is before the time where from these position you would just press a kill button and a crazy murder animation would do everything for you. Our player will fail badly here and jump to close to the guard, almost getting killed. That's again a new situation tough to the player. The player is now forced to learn about the delays of getting up.

11. Next the secret way to the big health potion... Hey Bigger is Better right? Red particles means good too, yay we are talking on two levels. The color code has been taught, the meaning of size is intrinsically understood. You just do put big health potion and have them give less effect than the small ones.
I don't remember what was to the right...

12. 3 room in a raw with little challenges, reminding the basics.

13. 2 ways to go. but the interesting thing to notice is that now the door triggering mechanism is in the nearby room, with a sound clue. Just one step harder.
What I find interesting is that the way taken by the player is one that is design for an explorer, one that will see a button and press it before knowing why.
The other way, is design for the one going straight, he will first see the end level door and then explore to find the button. Just my theory, might be also just random level design that felt cool.


The end of the level has elements that enhance the feeling of rising the dungeon.
Also I wanted to point out that the level's major direction is to the left.
The first level was a left-right, back and forth direction. The third level goes a bit around, with the end to the left.
4th level again to the left...
5th end also towards the left...

I feel this left going is a symbol of getting back to what you love, getting your life back.
People says that the going to the right in platformer is a metaphor of time and life passing.
I'd just be interested to know if this is just random or was it deliberately so.

Make me a wiser panda!



***
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
16:00
#118
Serral vs ByuNLIVE!
RotterdaM1749
IndyStarCraft 241
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1677
IndyStarCraft 241
UpATreeSC 207
BRAT_OK 117
ZombieGrub70
MindelVK 46
EmSc Tv 9
StarCraft: Brood War
Mini 559
ggaemo 356
Zeus 105
Dewaltoss 71
Rock 33
Sacsri 16
GoRush 13
ajuk12(nOOB) 11
soO 11
Dota 2
Gorgc7368
qojqva1617
Counter-Strike
fl0m1971
ScreaM1453
byalli765
Super Smash Bros
Mew2King74
Other Games
Grubby4637
B2W.Neo537
QueenE147
KnowMe125
C9.Mang0118
XaKoH 100
Trikslyr54
Organizations
Counter-Strike
PGL237
Other Games
BasetradeTV204
StarCraft 2
EmSc Tv 9
EmSc2Tv 9
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• 80smullet 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1069
Other Games
• WagamamaTV261
Upcoming Events
Replay Cast
5h 20m
RSL Revival
12h 20m
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
16h 20m
SKillous vs Ryung
Solar vs Percival
Maru vs sOs
Lambo vs Arrogfire
IPSL
21h 20m
ZZZero vs WorsT
Julia vs eOnzErG
BSL
1d
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
1d 5h
RSL Revival
1d 12h
Maestros of the Game
1d 18h
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
1d 18h
IPSL
1d 21h
Dragon vs Artosis
dxtr13 vs Hawk
[ Show More ]
BSL
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
WardiTV Spring Champion…
3 days
Maestros of the Game
3 days
The PondCast
4 days
Kung Fu Cup
4 days
Maestros of the Game
4 days
Replay Cast
5 days
Replay Cast
5 days
WardiTV Spring Champion…
5 days
Maestros of the Game
5 days
Replay Cast
6 days
uThermal 2v2 Circuit
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
Escore Tournament S2: King of Kings
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

YSL S3
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Heroes Pulsing #2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.