'Prince of Persia: A Game That Defied Convention'
When Jordan Mechner set out to create his next video game after 'Karateka', he wanted to capture the excitement of classic adventure films like 'Raiders of the Lost Ark'. The result was 'Prince of Persia', a platformer that combined fluid rotoscoped animation with challenging puzzle-solving and thrilling combat. But making the game was no easy feat - Mechner had to teach himself programming from scratch, working with limited technology and resources.
Mechner began developing the game in 1985, painstakingly digitizing his own brother's movements using a single video tape camera, and manually retouching black-and-white images to create the distinctive rotoscoped look. The process took months, and Mechner was forced to get creative when he realized the Apple II's memory constraints were holding him back.
To free up space for combat animations, Mechner employed an innovative technique called "byte-shifting", which allowed him to reuse code from existing levels, creating a new and formidable opponent - the Shadowman. This breakthrough enabled the addition of sword-fighting sequences, which became a hallmark of the series.
Despite its initial release on an aging platform in 1989, 'Prince of Persia' found success on other platforms, particularly in Europe and Japan. Its re-release on PC in the US helped to boost sales, cementing its place as a classic action-adventure game. Mechner's innovative approach also influenced the 3D gaming industry, with later titles like 'Tomb Raider' and 'Uncharted' drawing inspiration from his groundbreaking work.
Mechner went on to adapt 'Prince of Persia: The Sands of Time' into a successful film starring Jake Gyllenhaal, rescuing him from financial ruin after another failed game project. His perseverance paid off, leaving behind a timeless masterpiece that continues to captivate gamers to this day.
When Jordan Mechner set out to create his next video game after 'Karateka', he wanted to capture the excitement of classic adventure films like 'Raiders of the Lost Ark'. The result was 'Prince of Persia', a platformer that combined fluid rotoscoped animation with challenging puzzle-solving and thrilling combat. But making the game was no easy feat - Mechner had to teach himself programming from scratch, working with limited technology and resources.
Mechner began developing the game in 1985, painstakingly digitizing his own brother's movements using a single video tape camera, and manually retouching black-and-white images to create the distinctive rotoscoped look. The process took months, and Mechner was forced to get creative when he realized the Apple II's memory constraints were holding him back.
To free up space for combat animations, Mechner employed an innovative technique called "byte-shifting", which allowed him to reuse code from existing levels, creating a new and formidable opponent - the Shadowman. This breakthrough enabled the addition of sword-fighting sequences, which became a hallmark of the series.
Despite its initial release on an aging platform in 1989, 'Prince of Persia' found success on other platforms, particularly in Europe and Japan. Its re-release on PC in the US helped to boost sales, cementing its place as a classic action-adventure game. Mechner's innovative approach also influenced the 3D gaming industry, with later titles like 'Tomb Raider' and 'Uncharted' drawing inspiration from his groundbreaking work.
Mechner went on to adapt 'Prince of Persia: The Sands of Time' into a successful film starring Jake Gyllenhaal, rescuing him from financial ruin after another failed game project. His perseverance paid off, leaving behind a timeless masterpiece that continues to captivate gamers to this day.