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A platform-jumping prince – History of Prince of Persia's 1990s Ports

jordanmechner.com

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Re: A platform-jumping prince – History of Prince of Persia's 1990s Ports

#2
> "For the first time I felt what it's really like to play Prince of Persia when you're not the author and don't already know by rote what's lurking around every corner."

This perfectly captures why code reviews by someone who didn't write the original are so valuable. You can't unsee your own assumptions.

I remember seeing the following short but extremely interesting documentary about makings of the game as well: https://youtu.be/sw0VfmXKq54?feature=shared - Essential viewing for anyone interested in game development history.

Re: A platform-jumping prince – History of Prince of Persia's 1990s Ports

#3

> "For the first time I felt what it's really like to play Prince of Persia when you're not the author and don't already know by rote what's lurking around every corner." This perfectly captures why code reviews by someone who didn't write the original are so valuable. You can't unsee your own assumptions. I remember seeing the following short but extremely interesting documentary about makings of the game as well: h…

I've actually had the same experience the author describes -- me and a friend worked on a web game for 6 years together, and then later my friend made a steam port and extended the game. The experience was pretty awesome playing it for the first time; the connection to code review feels pretty trite in comparison.

The experience is more like discovering there was an extra book in a series you've read 20 times over. Except you were the original author!

Re: A platform-jumping prince – History of Prince of Persia's 1990s Ports

#6

> "For the first time I felt what it's really like to play Prince of Persia when you're not the author and don't already know by rote what's lurking around every corner." This perfectly captures why code reviews by someone who didn't write the original are so valuable. You can't unsee your own assumptions. I remember seeing the following short but extremely interesting documentary about makings of the game as well: h…

> This perfectly captures why code reviews by someone who didn't write the original are so valuable. You can't unsee your own assumptions.

It's not just that. It's anything creative, really. It can be a tech startup, it can be a book... you name it. The thing is that creators become blinded by their own perception as they lose the ability to see flaws.

The longer they work on a thing, the less they are able to understand that other people might not understand a lot of things. I experienced it myself few times with my coding projects. It's actually quite bad as you just cannot fix a problem as you do not see it. Even if someone points it out to you, it takes quite some time to admit it is a problem.

This is why having teams of people is useful. Single startup founders, game designers, writers... have inherent blind spots in their entire work.

Re: A platform-jumping prince – History of Prince of Persia's 1990s Ports

#10
> Elaborate production values and doubled playtime helped make SNES PoP a huge hit. I especially loved the fantastic box artwork by Katsuya Terada.

For those who wondered:

https://www.therage.ie/products/prince-of-persia-snes-japane...

https://x.com/Danny8bit/status/1196862172174811136/photo/1

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