?level=1 &health=9 &time=59 &strength=100 &width=0Prince of Persia in JavaScript
221–230 of 237 posts
Re: Prince of Persia in JavaScript
#222Re: Prince of Persia in JavaScript
#223Is this playable without a num pad?
Yes. Just like the original.
Re: Prince of Persia in JavaScript
#224A year ago I wanted to really finish it the intended way, so I did a challenge - I'd play the game, but whenever I died, I start from the beginning. Took me about two days to get a no death run, but I managed to do it. Had about 18 minutes left of the ingame clock.
Re: Prince of Persia in JavaScript
#225Earlier quoted context omitted.
Yes. Just like the original.
Do you mind telling me how? I looked in the manuel other people linked, but the "mac" key controls (using u,i,o,j,k,l) don't work. The directional keys (up, down, etc) work but then I can't use combat because I don't have a numpad.
Re: Prince of Persia in JavaScript
#226Earlier quoted context omitted.
Getting Over It with Bennett Foddy specifically calls this out. It's brutally difficult from the jump, and his narration talks about how videogames used to ask a lot of their user. They were unforgiving challenges with no guarantee of obvious success. My brain instantly flashed over to TMNT on the NES and just how hard that and Battletoads were. If you haven't played Getting Over It, it's a tremendous meditation on f…
I remember another proof of that: MKIII. Second hardest level made me swear so much I'm probably excommunicated in multiple religions. I had to build muscle memory to even have a chance, on my Sega Mega Drive II controller. And for the Fatalities, the timespan and combination of keys (that you had to discover yourself or find in some obscure gaming zines) was so hard it was an achievement to do one.
Re: Prince of Persia in JavaScript
#227Earlier quoted context omitted.
To be fair, as an old player of PoP back in the day, I still think the jump controls were pretty shitty in that particular game. Please jump when my optical nerves tells me the signal that I want to jump and I convert that into a physical action. Otherwise it feels like if I was playing a screen-captured game on a faraway computer through WebRTC streaming.
I never felt the controls where shitty, it just felt like jumping needed some foresight and that was part of the fun, just like jumping in real life requires you to bend down your knees first before actually getting some air; even in modern games I get that feeling, like how in Dark Souls you have to time the parry and pressing the button does not instantly makes the shield teleport in front of the character.
Re: Prince of Persia in JavaScript
#228Earlier quoted context omitted.
TIL there is a whole story behind the "ta-dum" sound (which is also its name, btw) and that the core of it is a wedding ring rapping on a cabinet: https://www.news24.com/channel/tv/news/the-story-behind-the-...
nice story, reminds me of https://www.mentalfloss.com/article/50824/creating-windows-9...
Re: Prince of Persia in JavaScript
#229Re: Prince of Persia in JavaScript
#230Awesome! Takes me back :) My 8 yo son is playing it now, he knows all the modern consoles, but this is challenging him. He is frustrated things are hard from the beginning, jumps don't work right away and he stopped after a few minutes. I remember my perseverance as a kid. I was thinking about that lately, I see my kids don't have this strong motivation as I had, not for anything. Everything works for them and is lay…
Teach him Factorio. It's not frustrating but you need to work to get good layouts done.