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Active: 823 users

The genius of Prince Of Persia 1 (Level 5, 6)

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4567 Posts
October 27 2013 12:28 GMT
#1
Let's keep going deeper in the level design of Prince Of Persia and how it tell a hidden story.
Level 5 is an excellent example of that.



Level 5

1. The first thing to mention on this play through would be after the first guard.
You enter a room with a pressure plate on the right, at the limit of the room, really wants to make sure you go right.

2. Just like in level 4, an easy to find super potion challenge, just a bit harder now with 2 slicer. The grid slams, the game really want to make sure you go through this. Bam, the ghost steals your reward. No, that thing that happened in the previous level is getting a meaning. Shadow is mean!!

4. we arrive in the top floor over the starting room. Now you can see how high you are but there is a design clue that tells you that it might be safe to let yourself down. That grid must be on the same level as a floor, still a little leap of faith we just have to accept that. This is a unspoken rule that the game should be very careful not to break

5. And the level is complete. We don't get to see the exploration part, and the sword fighting of our host player was horrible, we can see guards are slightly harder and that they constitute the major part of the level challenge.

In conclusion, the higher you get, the less you have random spikes coming from the floor. We are getting into living quarters, also a good reason for more guards.
The only traps were there to protect a precious potion. This was short so let's go to level 6 right away.



Level 6

1. A very different style of level, spikes on the floor. Each room have these very deep holes on the floor.

2. The fat guard, he is good at blocking your attacks.

3. The second last room is empty, but hey! what do we have, it's the first time we see outside. A nice clear night sky with bright stars! We are making real progress!!

4. Oh no, Shadowman! Little sound effect, what does he want now, again so early in the level!!

5. What he is there to do is obvious but still the game makes it clear you have no choice, you know all the mechanics and you know the game is somewhat fair. So you make the jump and fall to Level 7, back to the dungeon...

So here ends the second set of 3 levels, giving a good feeling of pacing, these 3 last levels were focused on narratives. Building expectations and breaking them, without breaking the fairness of the game (except for the super potion of level 5). The difficulty of the levels were quite easy, they gave some space for exploration, almost like the game wants you to enjoy the palace and hate the dungeon.

Next levels tomorrow!




****
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Glioburd
Profile Joined April 2008
France1911 Posts
October 27 2013 16:36 GMT
#2
Haha, dem memories
Funny how I remember well these levels, the fat guard was so strong haha... But the hardest guard was for me the first one at the level 8, I don't know if he's really stronger or if it's just coincidence... But he really gave me hard time back then, everytime.

It's true that the level design was excellent. And you made me want to play it again .
"You should hate loosing, but you should never fear defeat." NaDa.
radscorpion9
Profile Blog Joined March 2011
Canada2252 Posts
Last Edited: 2013-10-27 17:03:31
October 27 2013 17:00 GMT
#3
I remember Prince of Persia. It was probably one of the hardest games I've ever played so I gave up on it, I'm glad someone else is going through it for me now . Probably because there were so many directions and hidden places to go that I just got lost and ran out of time
0x64
Profile Blog Joined September 2002
Finland4567 Posts
October 27 2013 17:13 GMT
#4
On October 28 2013 01:36 Glioburd wrote:
Haha, dem memories
Funny how I remember well these levels, the fat guard was so strong haha... But the hardest guard was for me the first one at the level 8, I don't know if he's really stronger or if it's just coincidence... But he really gave me hard time back then, everytime.

It's true that the level design was excellent. And you made me want to play it again .


Great to hear!
Yeah that Level 8 guard was really a bitch, but there was the joy of getting him in the spikes. He might have been harder than even Jaffar.

Actually the Level 8 guard made my father stop playing it (I think that's the last non-casual computer game I remember him playing), he was throwing the mouse at the wall!

I played so much this game, each lunch break when I was 8, I had 1 hour at home from school, that left about 30 minute in which I usually would play through. Dem memories indeed.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
October 27 2013 18:37 GMT
#5
Just wanted to say I enjoy this blog series greatly. Good job and keep it up!
dcemuser
Profile Joined August 2010
United States3248 Posts
October 27 2013 18:37 GMT
#6
Been reading and loving these blogs, btw. Keep em coming!
wingpawn
Profile Blog Joined June 2013
Poland1342 Posts
October 27 2013 19:24 GMT
#7
OP, after Prince of Persia you should definitely try Flashback on some emulator.

Too bad that platform game genre sorta died...
0x64
Profile Blog Joined September 2002
Finland4567 Posts
October 27 2013 23:05 GMT
#8
Thanks guys, I will definitely finish all the levels, they all got something special to notice.

Flashback I got as a present the same XMas I got fury of the furies.
It is indeed quite awesome.

I don't think I will do flashback as an analysis.

Maybe some different genre.
What come to my mind is a little game called Spaceward ho!
It's the spiritual ancestor of master of orion.
A 4x (Explore, Expand, Exploit, Exterminate) game that is very simple and very addictive, to this day.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
October 28 2013 00:11 GMT
#9
On October 28 2013 08:05 0x64 wrote:
Thanks guys, I will definitely finish all the levels, they all got something special to notice.

Flashback I got as a present the same XMas I got fury of the furies.
It is indeed quite awesome.

I don't think I will do flashback as an analysis.

Maybe some different genre.
What come to my mind is a little game called Spaceward ho!
It's the spiritual ancestor of master of orion.
A 4x (Explore, Expand, Exploit, Exterminate) game that is very simple and very addictive, to this day.

master of orion 3 my fav waste a day game.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
October 28 2013 13:08 GMT
#10
On October 28 2013 08:05 0x64 wrote:
Thanks guys, I will definitely finish all the levels, they all got something special to notice.

Flashback I got as a present the same XMas I got fury of the furies.
It is indeed quite awesome.

I don't think I will do flashback as an analysis.

Maybe some different genre.
What come to my mind is a little game called Spaceward ho!
It's the spiritual ancestor of master of orion.
A 4x (Explore, Expand, Exploit, Exterminate) game that is very simple and very addictive, to this day.


Flashback is going out on PC (and maybe console) on steam with 2013 graphics so maybe you can try this one ? Flashback was way easier than pop but it was really cool. Flashback with the difficulty of pop exists... Another world... That game is so hard. I never finished it.

I remember playing pop for hours, never passed level 6. Then one day at a friend house i just got through the whole game entirely and finished it. I don't know how, because i replayed this game like two years ago and.. it's so hard. Couldn't pass the fat man
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
0x64
Profile Blog Joined September 2002
Finland4567 Posts
October 28 2013 13:32 GMT
#11
Yeah, sword fighting requires a feeling to the algorithm. I remember that there was this kind of weak spot that if you are close enough, when you block, your counter-attack would almost always go through.

Another World would deserve a technical description, definitely. I fear it is not an ideal game to teach about game design as it is narrative heavy. Actually I saw a long talk of the maker of Another World, and seriously sick the amount of cool programming and production trick were created by that kid in his parents attic... Delphine was a dream publisher. Must find this video again....

I think The Swapper (Steam 2013) could be one game that deserves a Genius in Game Design. I find it important that those games (including The swapper) where created by very young people, with a minimal team. Old game even had strong technical limitation.
The resulting game is often a very concentrated gaming experience where the core game mechanics are mastered by the designer and out of simple rules emerge a world of wonder.

The biggest achievement of Prince Of Persia is in my opinion that it is not a puzzle game. The game really make you feel like a Prince escaping from prison and rushing out to save your princess.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
LastWish
Profile Blog Joined September 2004
2013 Posts
October 28 2013 13:54 GMT
#12
Actually not Flashback but Another world would make a nice write-up.
The 2d polygon-style graphics where really something.


- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
October 29 2013 10:37 GMT
#13
On October 28 2013 22:32 0x64 wrote:
Yeah, sword fighting requires a feeling to the algorithm. I remember that there was this kind of weak spot that if you are close enough, when you block, your counter-attack would almost always go through.

Another World would deserve a technical description, definitely. I fear it is not an ideal game to teach about game design as it is narrative heavy. Actually I saw a long talk of the maker of Another World, and seriously sick the amount of cool programming and production trick were created by that kid in his parents attic... Delphine was a dream publisher. Must find this video again....

I think The Swapper (Steam 2013) could be one game that deserves a Genius in Game Design. I find it important that those games (including The swapper) where created by very young people, with a minimal team. Old game even had strong technical limitation.
The resulting game is often a very concentrated gaming experience where the core game mechanics are mastered by the designer and out of simple rules emerge a world of wonder.

The biggest achievement of Prince Of Persia is in my opinion that it is not a puzzle game. The game really make you feel like a Prince escaping from prison and rushing out to save your princess.


I think you are right. Do you happens to have the link of the another world designer's interview ?

But maybe Flashback and another world are "bad ideas" because they built on prince of persia so i don't know if you can call inovation for gameplay and gamedesign because they are based on pop
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
0x64
Profile Blog Joined September 2002
Finland4567 Posts
Last Edited: 2013-10-29 11:01:45
October 29 2013 10:43 GMT
#14
On October 29 2013 19:37 FFW_Rude wrote:
Show nested quote +
On October 28 2013 22:32 0x64 wrote:
Yeah, sword fighting requires a feeling to the algorithm. I remember that there was this kind of weak spot that if you are close enough, when you block, your counter-attack would almost always go through.

Another World would deserve a technical description, definitely. I fear it is not an ideal game to teach about game design as it is narrative heavy. Actually I saw a long talk of the maker of Another World, and seriously sick the amount of cool programming and production trick were created by that kid in his parents attic... Delphine was a dream publisher. Must find this video again....

I think The Swapper (Steam 2013) could be one game that deserves a Genius in Game Design. I find it important that those games (including The swapper) where created by very young people, with a minimal team. Old game even had strong technical limitation.
The resulting game is often a very concentrated gaming experience where the core game mechanics are mastered by the designer and out of simple rules emerge a world of wonder.

The biggest achievement of Prince Of Persia is in my opinion that it is not a puzzle game. The game really make you feel like a Prince escaping from prison and rushing out to save your princess.


I think you are right. Do you happens to have the link of the another world designer's interview ?

But maybe Flashback and another world are "bad ideas" because they built on prince of persia so i don't know if you can call inovation for gameplay and gamedesign because they are based on pop



Hmm wasn't this

It wasn't this either

This will basically cover the level design and decisions.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
October 29 2013 10:51 GMT
#15
Oh cool thank you. I'll watch that when i finish work tonight
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
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