'I wanted that Raiders of the Lost Ark excitement – you could die any minute': how we made hit video game Prince of Persia

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When Prince of Persia was released in 1989 on the Apple II platform, it was already an outdated machine by most standards.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.
 
lol what a legend 🤯 jordan mechner's journey with prince of persia is like something out of a movie! i mean, rotoscoping was so ahead of its time and now we're still using similar techniques 🎥. the byte-shifting trick for combat is pure genius 🔥 and it's crazy that the game was released on an outdated apple II platform 📊. but yeah, it shows how innovative thinking can lead to success even with limited resources 💡. prince of persia will always be a classic in my book ⚔️
 
omg u no what i just learned? 😍 Jordan Mechner was like super determined to make Prince of Persia an amazing game without having access to modern animation software 🤯! He literally used rotoscoping with his own brother's footage, which is crazy 🎥. it took him 4 years and so much effort but the result was Worth It 💖! i love how he experimented with new techniques like byte-shifting to make the gameplay more exciting 🔄. it just goes to show that creativity & perseverance can lead to amazing things 💡!
 
Wow 😮 like this! The way Jordan Mechner used rotoscoping was so cool, I can see why it took him four years to get it right 🕰️ Interesting how he had to do everything by hand, from developing images to re-digitising them frame by frame 💻. And that byte-shifting technique for the Shadowman? Genius 😎 The game's influence on the industry is still felt today, 30 years later, and it's amazing to think about how much it paved the way for future games like Tomb Raider and Uncharted 🤯
 
OMG, I'm literally OBSESSED with Prince of Persia!!! 🤩 I mean, can you even believe how much innovation went into creating this game?! Jordan Mechner is like a GENIUS 🙌 for coming up with that rotoscoping technique and using byte-shifting to create the Shadowman. And let's not forget how the gameplay added combat and excitement to the level-building process! 😆 I love how it influenced later games and even inspired movies. Prince of Persia is still so iconic today, and I'm so grateful that Mechner didn't give up on his vision. 💕
 
🌟 I think what really made Prince of Persia stand out was Jordan Mechner's willingness to experiment with new techniques, like rotoscoping, which was super ahead of its time 💥. And that combat mechanic using byte-shifting? Genius! 🤯 It shows you don't need the latest software to create something amazing, just creativity and a lot of hard work 💪. The fact it took four years but ultimately led to such an iconic game is just a testament to Mechner's dedication 🔥.
 
Man I'm loving this throwback to Prince of Persia 😎. It's crazy to think about how far Jordan Mechner came with just an Apple II platform and some innovative techniques like rotoscoping and byte-shifting 💻. I mean, who needs fancy software when you've got creativity and determination? 🤔 The game's success is still mind-blowing, especially considering it was released on a pretty outdated machine back in the day 📺. And can we talk about how influential it was for future games like Tomb Raider and Uncharted? 💥 It's clear that Prince of Persia left its mark on the gaming industry and remains an iconic game to this day 🔥.
 
I'm so done with people saying Prince of Persia is a classic game that revolutionized animation in video games. I mean, come on, it was basically made possible by Jordan Mechner's willingness to settle for subpar tech because he couldn't find the right software 😒. The rotoscoping technique may have been innovative at the time, but let's be real, it's not like it set a new standard for graphics or anything 🤷‍♂️.

And don't even get me started on how the game was released on an outdated Apple II platform in 1989. That's just lazy 😴. I'm sure Mechner's vision and perseverance would've been wasted if he had waited for more advanced hardware to be developed.

The game's impact on the industry? Overhyped 🤯. It was just a decent action-adventure game that happened to influence some other games later on. Tomb Raider and Uncharted are way more iconic than Prince of Persia, imo 💁‍♂️.
 
I mean, can you believe how much work went into creating that first Prince of Persia game? Like, Jordan Mechner was determined to make this epic adventure game that'd transport players to another world, but it took him ages... I guess it's true what they say about ' blood, sweat and tears' being part of the creative process. 😅 The rotoscoping technique was pure genius, and I love how he experimented with different ideas like adding combat and using byte-shifting. It just goes to show that sometimes, mistakes can lead to something amazing! 🤯
 
OMG you guys 🤯 the gameplay mechanics in Prince of Persia are still so iconic 🕺🏽! Did you know that Jordan Mechner spent 4 whole yrs working on this game? 💥 And it was all because he wanted to create a sense of excitement like Raiders of the Lost Ark 🎥! He tried using rotoscoping which is crazy cool 🤯 and also came up with byte-shifting to create the Shadowman 😮. It's wild how much influence this game had on the industry, especially in the 3D gaming space 🚀. The fact that it inspired Tomb Raider & Uncharted is insane! 🤯 And can you believe it was first released on the Apple II? 📺

By the way, have you seen the sales figures for Prince of Persia? 💸 It's crazy to think that a game made with outdated hardware could still sell so well in different regions 🌎. The game's impact is still felt today, and it's amazing how much perseverance & vision Mechner had to bring this game to life 💪.

Here are some stats for you:

* Prince of Persia was released in 1989 on the Apple II
* It spent 4 years in development
* The game used rotoscoping, a technique that was new at the time 📈
* Byte-shifting was introduced as part of the gameplay mechanics 🤖
* Tomb Raider & Uncharted were both influenced by Prince of Persia 🚀

Fun fact: did you know that Jordan Mechner's next game, The Last Express, failed due to high development costs? 💸
 
🤔 I love how Prince of Persia was made with rotoscoping back in the day, it's crazy to think about how much time and effort Jordan Mechner put into creating this unique animation style 💻. And can you believe he had to re-digitise his brother's footage frame by frame? That's just nuts! 🤯 I also appreciate how Tomi Pierce's suggestion to add combat to the game helped save it from becoming a dull experience 😊. It's awesome that Prince of Persia has still got an impact on the gaming industry today, and its influence can be seen in many modern action-adventure games 👍.
 
🤯 Man, can you even imagine being on the verge of creating something revolutionary, only to be held back by something as simple as technology? Jordan Mechner's story with Prince of Persia is like a masterclass in patience and creative problem-solving. I mean, who needs fancy software when you've got rotoscoping and byte-shifting skills, right? 😂 But seriously, it's humbling to think about the countless hours he spent tweaking his work, even when it felt like it was never going to come together. And yet, that dedication paid off in a big way. It just goes to show that sometimes, it's not about having the flashiest tools or tech, but about putting your heart and soul into something. 💻
 
omg u guys cant believe how old the original Prince of Persia game is lol its like from another era 💥🕵️‍♂️ but for real the way Jordan Mechner designed the game was so ahead of his time 🤯 he used rotoscoping which is still a super cool technique today 👍 and who knew byte-shifting could make combat so lit 🔥 its crazy to think about how much influence this game had on the industry and now its still making waves 30 yrs later 🌊🎮
 
I think what's really interesting about Prince of Persia is how it shows that you don't need the latest animation software to create something amazing 🤔. Jordan Mechner's use of rotoscoping was so innovative at the time, and it's crazy to think he had to do all that work by hand 😅. And I love how his girlfriend Tomi Pierce came up with the idea for combat, which totally changed the game and made it more exciting 🎮. The fact that it was released on an old Apple II platform doesn't seem like a big deal now, but at the time it was probably super challenging to get it out there 💻. Anyway, I think Prince of Persia is still an iconic game that shows us that with determination and creativity, we can achieve great things 💪
 
🤔 I think Jordan Mechner's experience with Prince of Persia is a prime example of how innovation can prevail despite technological limitations 📱. The use of rotoscoping was genius, and who wouldn't have been impressed by the 'Shadowman' mechanic? 😎 It's crazy to think that a game released on an outdated Apple II platform could still make waves in the industry. The game's influence can still be seen in modern action-adventure games 📺. Mechner's perseverance is truly admirable, and it's amazing to see how his passion project has stood the test of time 💻
 
🤔 I'm surprised they didn't mention that Prince of Persia was originally created with the intention of being a more cinematic experience 🎥. The use of rotoscoping was so innovative for its time, but also kinda limited by the lack of software 😩. It's crazy to think about how much time and effort went into developing it, like, months just to re-digitise the footage 🔥. But in the end, all that hard work paid off 💯! The game still holds up today, and its impact on the gaming industry is still felt 🎮.
 
OMG, you guys 🤯! I'm totally loving this article about Prince of Persia! The fact that Jordan Mechner had to use rotoscoping because he didn't have any animation software is just wild 💥. I can imagine how painstakingly slow it must've been to digitize the footage frame by frame 😩. But, I guess that's what makes his success even more impressive 🙌! The way he added combat and Shadowman to the game is genius 🤓. And did you know it was initially released on an old Apple II platform? Still managed to make waves in Europe and Japan 🎉. Anyway, 30 years later and Prince of Persia still holds up as a classic. Mechner's story is like, totally inspiring 💪...
 
😔 I can imagine how frustrating it must've been for Jordan Mechner to work on Prince of Persia without access to modern animation software 🤯. Four years of painstakingly slow rotoscoping process? That's insane! 💥 But at least he didn't give up 😊. The addition of combat and the Shadowman feature was genius 💡. I love how it brought excitement back into the gameplay 🎮. It just goes to show that even with limitations, you can still create something amazing with a lot of creativity and determination 💪.
 
I'm not sure I get what all the fuss is about with Prince of Persia 🤔. I mean, yeah, the rotoscoping effect was pretty cool back in the day, but it's just animation, right? 😐 It's like, you can do similar things today with software that doesn't take months to complete 🙄. And don't even get me started on how slow those gameplay mechanics were 😴. I mean, who wants to spend hours running around and avoiding traps? Sounds like a snooze-fest to me 😴.

But hey, I guess it's all about the history and legacy of the game now 💥. The fact that it influenced other games in the 3D action-adventure genre is definitely cool 🎮. And I can appreciate Mechner's perseverance and determination to bring his vision to life 💪. But at the end of the day, is Prince of Persia still a must-play classic? Not for me, personally 😐. Maybe it's just an old game that's lost its luster over time 🤷‍♂️.

I'm not saying it wasn't a groundbreaking game in its time 🌟, but I think people are just nostalgic for the past now nostalgia 💔. Give me some games with modern graphics and gameplay mechanics any day 🔥!
 
I think what's really interesting about Prince of Persia's development is how Mechner managed to circumvent the limitations of animation software by using rotoscoping and byte-shifting techniques 🤔. It just goes to show that with creativity and determination, you can overcome even the most daunting technical challenges 💻. The fact that it was released on an outdated Apple II platform doesn't detract from its impact – in fact, it makes the game's success all the more impressive ⚡️. And I love how Mechner's experience influenced future games like Tomb Raider and Uncharted 🎮.
 
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