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Active: 4239 users

The genius of Prince Of Persia 1 (Level 7, 8)

Blogs > 0x64
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0x64
Profile Blog Joined September 2002
Finland4635 Posts
October 28 2013 23:43 GMT
#1
Back to business.
The last levels will be grinding. We won't see anything huge.
We will try to see what how is the progress of the player implemented in the level.



We start with level 7.

1. We just fell, we though we were dead but hey back to square one, bottom of the dungeon. We notice a new kind of potion.

2. Straight away, strong guards, slicers. This level keeps the player very busy. The game make it clear you are not going to climb back up as fast as you did the first time.

3. Back to the first room, We drink the potion and the music is somewhat "floaty". Does it help to make the leap of faith.

4. Access to the final door, an easy super health potion.

Now, the level didn't really help the Prince, he wants to get out, up, and levels 7 and 8 keep having him going deeper.



Level 8

1. Cut Scene with something special!! Princess talking to mouse.

2. Start the level with one of the toughest guards.

3. The player arrives quickly to the final door, again with the trigger in the same room, as the distance will be quite big to reach it.

4. A long road, with few guards, slicers and grid race challenge. We are at the heart of it, one of the hardest level of the game. Those race challenges are essential to create a feeling of failure at the end of this level.

5. The trapped prince. Deus Ex Machina. We hope you understand the Mouse Clue!! I sure as hell didn't when I was 8. A friend had to tell me at school, I still wouldn't believe it. Is it bad game design or great game story telling? Build the expectation, never trap totally the player, give him clues, yet, it is a bit of an anti-pattern.


These levels are fillers, in the good meaning of the word. These are the meat of the game, the real challenge, no pity on the player anymore. Now this time, passing levels and getting out of the dungeon means something!

Now since the design analysis was a bit boring this time. Let's have a quick look at the 60 minutes given to the player. The first thing that is important to note is that the first time player, probably, doesn't know how many levels there was (Jordan Mechner initially intended to build 50 levels like in Load Runner). Now, even if each level is quick, if you are having troubles in level 8 and you have 30 min left and keep dying, you will start to worry about the time when you reach 15 minutes.
The other thing that was revolutionary at that time was to let go of lives. This strange patterns that gave a limited amount of tries to succeed. Here the time replace this in a very clever way, you may fail a various amount of time, in various places but you have a real limit, a challenge that feels real. A pressure that you are reminded every time you start a level.

A final note today about the higher amount of guards is very well linked to the players progress, he should by now master sword fighting and now killing shitload of guard make him feel like a hero. The player can now handle the trouble.

Now that we also know enough about the story and the structure. I leave you with a bit of homework and see how PoP relates to the Hero's journey. Not every part is present and what can we learn from the absence of those part and that's great. Does the prince experience a refusal to the hero's call at any point? I can't think about anything, maybe the first prison room? A little far fetch... If noone does this analysis, I'll go through it in the next post, going through only level design has it's limits.





*****
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
LastWish
Profile Blog Joined September 2004
2015 Posts
October 29 2013 14:58 GMT
#2
Relating to the mouse special in level 8.
This is similiar to the ghost/shadow fight at level 12, which is not very intuitive.

Also I think the by far hardest puzzle was in PoP2: the Shadow and the Flame: He who would steal the flame must die!
I actually only solved this puzzle by accident but what all of this puzzles share is the great feeling that last long when you figure it out(especially by yourself).
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
October 30 2013 23:42 GMT
#3
Logged in to 5star this. Such a brilliant post!
The artist formerly known as Starparty
xcalibur201
Profile Joined September 2019
2 Posts
September 28 2019 12:57 GMT
#4
(once again, pardon me for posting years later. hopefully this is permitted)

the guard at the beginning of level 8 is one of the trickiest in the game. he always blocks your attack, and always strikes when you're within range. he's intended as a puzzle -- you're supposed to use the combined parry/slash to push him onto the spikes. however, it's possible to defeat this enemy normally, but it involves breaking his pattern. to do this, get within range and block his attack, and keep stepping forward and blocking. done correctly, you should get close enough so the blades are connecting low. then, quickly do a normal strike, and you should score a hit. rinse and repeat, and you'll be able to slay this enemy without the spikes. this method is particularly useful for romhacks where he appears away from traps (eg 4d prince, level 11).
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