I found the input latency made this unplayable.
The prince doesn't stop on a dime, this was a design choice. This recreated version plays the same as it did on OG hardware. If you're having difficulty, focus on holding and releasing the inputs and think of it as applying acceleration, where you want to release before you want the object to stop.
Prince of Persia in JavaScript
31–40 of 237 posts
The controls are very similar to the original, however there's somethings you can't do like step then crouch.
Re: Prince of Persia in JavaScript
#32Wow! this is too good except for the sound though which seems a bit modern to me.
Re: Prince of Persia in JavaScript
#33Wow! this is too good except for the sound though which seems a bit modern to me.
Sound is definitely the same as the Amiga version at least.
Re: Prince of Persia in JavaScript
#34Earlier quoted context omitted.
i just tried it on mobile and i am very impressed. the movement controls are very intuitive. they don't hit accurately but they work in an intuitive way. i tapped the four directions and four quadrants of the play screen. and the character responded as i expected. i am with you though. i have no idea how i will use the sword when i get it.
Slash sword is the middle tap. Took me awhile to figure that out but makes sense now that I know since you can't slash backwards.
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Re: Prince of Persia in JavaScript
#35I really admire thisss guy
Re: Prince of Persia in JavaScript
#36Damn. I used to pass this game without dying in ~35 minutes or so. There goes my next few hours, I guess...
Re: Prince of Persia in JavaScript
#37What the hell are the controls? I can't figure out how to swing the sword.
Re: Prince of Persia in JavaScript
#38I really admire thisss guy
no you don’t
Re: Prince of Persia in JavaScript
#39What the hell are the controls? I can't figure out how to swing the sword.
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Re: Prince of Persia in JavaScript
#40Someone should make Dave, or Volfied.
Spent way too much time playing those back in the day.