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The genius of Prince Of Persia 1 (Level 10, 11)

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4647 Posts
November 01 2013 16:53 GMT
#1
Back to the Palace area with the level 10.
What has change since level 4, 5, 6?



Level 10

1. The level is very decorated, arches on almost every screen. When they were rarely seen in earlier palace levels.

2. The level has very little amount of traps. The top roof has all the tiles loose. Why was that? Some secret way?

3. We understand the loose roof tiles when we arrive to the closed grid, first reaction is to check again for the roof.

4. Final room, large pillars.


Overall, this level felt like some living quarters, some guards hanging around, simple to go around. We notice also still the like of "outside window" that we noticed appeared at the end of level 6.

This and the next level are short and easy. This time, its about expectation management and tension building up. "Something is wrong, feeling". The end of the game has truly started. People with low amount of time by level 10 are scared that they won't be able to finish actually will be able to finish...
Many interesting reason on to why putting easy levels at the end. People actually tend to quit game very often after completing 70-80% of it if they feel that the only value they are getting is that it gets ridiculously hard. This is genius design, once again.



Level 11

1. This level starts with a super potion. One of the rare level that clearly goes to the right.

2. Again, the whole roof tile row is loose. At the end of the game, the designer is going all in. Now it doesn't matter anymore to go overboard.

3. The level door switch is in a enclosed area, a sign of opening something less used.

A short post for a long Friday night!
We can leave Level 12 and conclusion as their own separate post!
Thanks for reading!

*****
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
SirJolt
Profile Blog Joined October 2009
the Dagon Knight4015 Posts
November 01 2013 17:07 GMT
#2
This is a wonderful series.

I spent many months over the first three or four years of my gaming life playing Prince of Persia on an old 386 my father used for work. It was a strange world, and though my personal favourite levels are four (the beginning of the palace and escape from the skeleton soldier of level three), six (the fat man who was unaccountably quick), seven (with its opening fall), and eight (with its unflinching guard), I would never have thought to write about them in this depth.

Thank you so much for giving me this insight into something I have loved for so many years, and how someone else came to love it too.
Moderator@SirJolt
0x64
Profile Blog Joined September 2002
Finland4647 Posts
November 01 2013 17:59 GMT
#3
On November 02 2013 02:07 SirJolt wrote:
This is a wonderful series.

I spent many months over the first three or four years of my gaming life playing Prince of Persia on an old 386 my father used for work. It was a strange world, and though my personal favourite levels are four (the beginning of the palace and escape from the skeleton soldier of level three), six (the fat man who was unaccountably quick), seven (with its opening fall), and eight (with its unflinching guard), I would never have thought to write about them in this depth.

Thank you so much for giving me this insight into something I have loved for so many years, and how someone else came to love it too.


You are welcome :D

The Fat guard was my favorite opponent! It really felt special to beat him, "What was his story"-vibe in him.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Bacillus
Profile Joined August 2010
Finland2112 Posts
November 02 2013 08:09 GMT
#4
On November 02 2013 02:07 SirJolt wrote:
This is a wonderful series.

I spent many months over the first three or four years of my gaming life playing Prince of Persia on an old 386 my father used for work. It was a strange world, and though my personal favourite levels are four (the beginning of the palace and escape from the skeleton soldier of level three), six (the fat man who was unaccountably quick), seven (with its opening fall), and eight (with its unflinching guard), I would never have thought to write about them in this depth.

Thank you so much for giving me this insight into something I have loved for so many years, and how someone else came to love it too.

Obviously childhood has something to do with the game being so memorable, but I do think the minimalistic style and calm pacing combined with little details like the unflinching swordsman do make a very memorable experience somehow. I've played the game in my childhood and I could instantly recall every encouter you listed there.

I think some of it has to do with how much the game allows you to do exploration and thinking by yourself and how little unimportant clutter it has. You constantly go "What is this? How do I approach this? What is the purpose of this detail?". All this allows players to reflect their own storyline to the game rather than just accepting what some 3D cutscene provides in modern games.

I think most Prince of Persia levels have a very similar feel as the Duclare Cheateau in Deus Ex. You get thrown into a level and told "All the answers are somewhere in there, go figure it out yourself!". After that the game sits back and lets you explore and have your own thought process rather than actively directing you towards an ending point through all kinds of obvious directions.
LastWish
Profile Blog Joined September 2004
2015 Posts
November 05 2013 15:15 GMT
#5
Haha in video the player is also using the silent or "ninja walk" to create a short-cut.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
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