Making History: How Jordan Mechner Created Prince of Persia's Unstoppable Legacy
Jordan Mechner's journey to crafting one of the most iconic video games of all time began in the 1980s, when he was an ambitious Yale student turned indie developer. With a passion for puzzle-platforming and inspired by the excitement of Raiders of the Lost Ark, Mechner aimed to create a game that would leave players breathless.
Back then, programming was relatively uncharted territory, with developers often teaching themselves through trial and error. For his breakthrough project, Deathbounce, Mechner submitted it to Broderbund, only to be rejected before ultimately landing Karateka, a side-scrolling beat-'em-up that became the foundation for Prince of Persia.
Mechner's vision was to merge puzzle-solving with fluid rotoscoped animation – an innovative approach that would set his game apart. However, as he delved deeper into production, he realized the limitations of the Apple II's 48K memory, forcing him to improvise using byte-shifting techniques to squeeze out a combat system without exceeding available space.
"I used a technique called byte-shifting to produce, without using any more memory, a polarised 'dark' version of the prince: the Shadowman," Mechner explained. This dark alter ego became an integral part of the game's dynamics, enabling players to confront their arch-nemesis in an intense sword-fighting sequence.
After four years of arduous development, Prince of Persia finally saw the light of day in 1989, and it was met with immense acclaim across Europe and Japan. Its success on PC in the US further cemented its reputation, propelling it into a category-defining title that influenced countless action-adventure games to come.
The game's lasting impact extends beyond the gaming world, as it paved the way for greater collaboration between film and technology industries. As Mechner notes, "It created an action-adventure template for platform games that influenced the later 3D wave: Tomb Raider and Uncharted are its direct descendants."
Today, Jordan Mechner reflects on his journey with a mix of relief and vindication, knowing that Prince of Persia rescued him from commercial failure with The Last Express. As he reminisces about the game's creation, it becomes clear that this milestone was more than just a triumph for an indie developer – it was a testament to the power of innovation, perseverance, and pushing boundaries in the world of video games.
Jordan Mechner's journey to crafting one of the most iconic video games of all time began in the 1980s, when he was an ambitious Yale student turned indie developer. With a passion for puzzle-platforming and inspired by the excitement of Raiders of the Lost Ark, Mechner aimed to create a game that would leave players breathless.
Back then, programming was relatively uncharted territory, with developers often teaching themselves through trial and error. For his breakthrough project, Deathbounce, Mechner submitted it to Broderbund, only to be rejected before ultimately landing Karateka, a side-scrolling beat-'em-up that became the foundation for Prince of Persia.
Mechner's vision was to merge puzzle-solving with fluid rotoscoped animation – an innovative approach that would set his game apart. However, as he delved deeper into production, he realized the limitations of the Apple II's 48K memory, forcing him to improvise using byte-shifting techniques to squeeze out a combat system without exceeding available space.
"I used a technique called byte-shifting to produce, without using any more memory, a polarised 'dark' version of the prince: the Shadowman," Mechner explained. This dark alter ego became an integral part of the game's dynamics, enabling players to confront their arch-nemesis in an intense sword-fighting sequence.
After four years of arduous development, Prince of Persia finally saw the light of day in 1989, and it was met with immense acclaim across Europe and Japan. Its success on PC in the US further cemented its reputation, propelling it into a category-defining title that influenced countless action-adventure games to come.
The game's lasting impact extends beyond the gaming world, as it paved the way for greater collaboration between film and technology industries. As Mechner notes, "It created an action-adventure template for platform games that influenced the later 3D wave: Tomb Raider and Uncharted are its direct descendants."
Today, Jordan Mechner reflects on his journey with a mix of relief and vindication, knowing that Prince of Persia rescued him from commercial failure with The Last Express. As he reminisces about the game's creation, it becomes clear that this milestone was more than just a triumph for an indie developer – it was a testament to the power of innovation, perseverance, and pushing boundaries in the world of video games.