Making Prince of Persia: A Recipe for Success Without Animation Software
When Jordan Mechner sat down to design his next game after Karateka, he had one goal in mind – the same sense of excitement that defined Raiders of the Lost Ark. He wanted players to feel like their hero was an adventurer from a foreign land, fighting for survival every minute of every hour. But, there was a catch; it would take him four years and countless setbacks to bring this vision to life.
The journey began in 1985 with a simple yet innovative approach – the use of rotoscoping. By filming his brother David running, jumping, and climbing, Mechner digitised the footage frame by frame, creating an animation style that was unlike anything seen before. However, the lack of software made this process painstakingly slow. The images had to be developed, retouched in black and white, and then re-digitised, a laborious task that took months.
With the character animation finally complete, Mechner turned his attention to building levels, but found it a dull exercise in avoiding traps alone. His girlfriend Tomi Pierce suggested adding combat to the game, which led him down an innovative path – using a technique called byte-shifting to create a 'Shadowman' that could run around and steal potions, bringing much-needed excitement to the gameplay.
When Prince of Persia was released in 1989 on the Apple II platform, it was already an outdated machine by most standards. However, its success in Europe and Japan eventually led to a re-release in the US, where it found new life and sales picked up. The game's impact on the industry was significant – it created an action-adventure template that would influence later 3D games like Tomb Raider and Uncharted.
Mechner's experience with Prince of Persia also paved the way for his future projects, including helping to adapt the game into a Hollywood movie in 2010. The film's success was a welcome respite for Mechner, who had spent all his savings on developing another failed game, The Last Express.
Prince of Persia remains an iconic game that showcased the potential of animation in video games and paved the way for future innovations. Its impact is still felt today, 30 years after its release, making it a testament to Mechner's vision and perseverance in the face of adversity.
When Jordan Mechner sat down to design his next game after Karateka, he had one goal in mind – the same sense of excitement that defined Raiders of the Lost Ark. He wanted players to feel like their hero was an adventurer from a foreign land, fighting for survival every minute of every hour. But, there was a catch; it would take him four years and countless setbacks to bring this vision to life.
The journey began in 1985 with a simple yet innovative approach – the use of rotoscoping. By filming his brother David running, jumping, and climbing, Mechner digitised the footage frame by frame, creating an animation style that was unlike anything seen before. However, the lack of software made this process painstakingly slow. The images had to be developed, retouched in black and white, and then re-digitised, a laborious task that took months.
With the character animation finally complete, Mechner turned his attention to building levels, but found it a dull exercise in avoiding traps alone. His girlfriend Tomi Pierce suggested adding combat to the game, which led him down an innovative path – using a technique called byte-shifting to create a 'Shadowman' that could run around and steal potions, bringing much-needed excitement to the gameplay.
When Prince of Persia was released in 1989 on the Apple II platform, it was already an outdated machine by most standards. However, its success in Europe and Japan eventually led to a re-release in the US, where it found new life and sales picked up. The game's impact on the industry was significant – it created an action-adventure template that would influence later 3D games like Tomb Raider and Uncharted.
Mechner's experience with Prince of Persia also paved the way for his future projects, including helping to adapt the game into a Hollywood movie in 2010. The film's success was a welcome respite for Mechner, who had spent all his savings on developing another failed game, The Last Express.
Prince of Persia remains an iconic game that showcased the potential of animation in video games and paved the way for future innovations. Its impact is still felt today, 30 years after its release, making it a testament to Mechner's vision and perseverance in the face of adversity.