Enjoy !
A 30th anniversary note to Prince of Persia fans
21–30 of 102 posts
Re: A 30th anniversary note to Prince of Persia fans
#22I loved that game but when you're 8 years old you often crawl through games that are too old for you. The time limit made it unbeatable for me for years. Well... That and my being petrified of the guillotine traps.
They were so scary!
Re: A 30th anniversary note to Prince of Persia fans
#23The book he references ( https://www.amazon.com/Making-Prince-Persia-Jordan-Mechner-e... ) is a collection of journal entries he wrote while making the game. It's been about ten year since I read it, so the details are fuzzy, but it's a very raw retelling of the process of making a game basically entirely alone and before the internet. I'd strongly recommend it to anyone who writes software.
It's been almost ten years since I read it also. Was originally published as a fake blog, with all the posts backdated according the journal entry dates from the late 1980s.
I remember discovering the "blog" after a night of insomnia, lying on the couch at dawn. I couldn't stop reading. After a few minutes I called in sick to work and spent the rest of the morning consuming the journal and literally tingling with excitement and nostalgia and pure inspiration.
I can't recommend it enough.
Re: A 30th anniversary note to Prince of Persia fans
#24Here's a playable version hosted by the Internet Archive: https://archive.org/details/msdos_Prince_of_Persia_1990 Enjoy !
Re: A 30th anniversary note to Prince of Persia fans
#25Earlier quoted context omitted.
They scared me as hell too! I guess nowadays we're more desensitized to violence, but at that time, it seemed too gruesome for me.
Lots of gaming things scared me as a kid but are also some of my fondest memories of overcoming my fears. Some included: - The guillotines in PoP. - The death animation for victims of the TOZT Napalm Unit in Marathon. - The "red alert" warning combined with Kestrel fighter escort launching sound in Escape Velocity. - The wolf 4 screens left in King's Quest 1 (I played this at about age 4 and did not comprehend the id…
- The entire Chiller[0] arcade game. I still sometimes have nightmares about it, and I've only ever walked by it once.
They both turn my stomach just thinking about them.
Re: A 30th anniversary note to Prince of Persia fans
#26Re: A 30th anniversary note to Prince of Persia fans
#27A 30th anniversary note to Prince of Persia fans: Thirty years ago today, I was at my Apple II, crunching on a six-week deadline to finish Prince of Persia by mid-July to ship in September. I know this because I wrote it in my journal. If I hadn't, those details would have long since faded from my memory, along with the 6502 hex op codes I once knew by heart. In 1989, I could never have imagined that Prince of Persia…
Re: A 30th anniversary note to Prince of Persia fans
#28Earlier quoted context omitted.
They scared me as hell too! I guess nowadays we're more desensitized to violence, but at that time, it seemed too gruesome for me.
Lots of gaming things scared me as a kid but are also some of my fondest memories of overcoming my fears. Some included: - The guillotines in PoP. - The death animation for victims of the TOZT Napalm Unit in Marathon. - The "red alert" warning combined with Kestrel fighter escort launching sound in Escape Velocity. - The wolf 4 screens left in King's Quest 1 (I played this at about age 4 and did not comprehend the id…
Re: A 30th anniversary note to Prince of Persia fans
#29The book he references ( https://www.amazon.com/Making-Prince-Persia-Jordan-Mechner-e... ) is a collection of journal entries he wrote while making the game. It's been about ten year since I read it, so the details are fuzzy, but it's a very raw retelling of the process of making a game basically entirely alone and before the internet. I'd strongly recommend it to anyone who writes software.
Re: A 30th anniversary note to Prince of Persia fans
#30The book he references ( https://www.amazon.com/Making-Prince-Persia-Jordan-Mechner-e... ) is a collection of journal entries he wrote while making the game. It's been about ten year since I read it, so the details are fuzzy, but it's a very raw retelling of the process of making a game basically entirely alone and before the internet. I'd strongly recommend it to anyone who writes software.