davidn: (prince)
[personal profile] davidn
This one's been a while in the making, largely because my plan for it turned out to be a little ambitious. For this video, I was determined to complete the NES version of Prince of Persia, as it's been one of my favourite games ever since I first played it in the mid-90s - on the DOS version, I can breeze through it in under twenty minutes.

Unfortunately, I was only to discover the NES version's comparative dreadfulness through playing it - it casts off the cut-scenes, responsiveness of the controls, and many key parts of the game, making me think that it must have been made by people who were a bit pressed for time. But I persisted - and the resulting experience makes it one of the parts of this experiment that, rather opposite from the jealousy of console-owning friends I had at that age, made me very glad that I grew up with the PC instead.


http://www.youtube.com/watch?v=9zaxWD0BVSs


This is a fairly huge video, and it's been edited down from its original running time of upwards of one hour - I imagine that it's only interesting to watch the whole way through if you're familiar with the PC version of the game and can appreciate the differences as I get caught out by them. You get about seven minutes of unbroken gameplay, and then I start being a bit more liberal with my time-altering superpowers. It features:

  • Twelve excruciating levels
  • Four thousand retakes
  • Three thousand and ninety-nine instances of me saying "Right!" overconfidently after a retake
  • Even more bizarre exasperated noises (coming soon as a Best Of collection)
  • Nearly melting the bleep machine
  • The same eight bars of music repeated for all eternity (cut out during editing in this video - you're welcome)
  • Skeletons where they shouldn't be
  • Lack of other objects where there should be


Good luck. If you decide to stick with it through the whole 45 minutes, you'll need it.

Date: 2011-10-26 10:57 am (UTC)
From: [identity profile] rakarr.livejournal.com
I've given my comments on the less complete version of this, but it has changed since then, so I will say this:
It's your best yet. Hilarious, well-edited, just the right mix of expertise and cluelessness (obviously something that can't really be engineered, but it bears mention anyway), longer than usual, demonstrative of confidence and wit and just generally fun and interesting to watch.

Date: 2011-10-26 10:04 pm (UTC)
From: [identity profile] kibet.livejournal.com
I had planned an early night and when I started the video, I thought I would watch ten minutes and skip through it. Well I am now going to bed late as it was really compulsive viewing. It is really difficult to be on forums in one window and in the other have the video playing on a tiny netbook screen.

Date: 2011-10-27 07:59 am (UTC)
From: [identity profile] kibet.livejournal.com
It was only after finishing it, I realised that if someone said that there was an hour long TV program of a guy playing a computer game and talking over it, without seeing the person, you would never switch on the TV for that. Yet somehow, it did not feel like a waste of time, and it went by very fast. You should go on the public access channel with it. :D

Date: 2011-10-27 05:40 pm (UTC)
From: [identity profile] kibet.livejournal.com
Does it not seem bizarre that Sir Patrick Moore was Gamesmaster. In fact, that was my first introduction to him and did not know him for the Sky at night until after.

That is not suprising about the log fire and often think they should do something similar rather than just a test screen when the channels close (much like BBC2 with ceefax).

Date: 2011-10-28 05:48 am (UTC)
From: [identity profile] kibet.livejournal.com
I'm not sure, I think it has been switched off.

And it is not even just for children though where you would expect them to have imagination. Crystal Maze, Scavengers, Fort Boyard (hmmm Europeans tend to do it this way then). The more recent one, that I saw was Don't Scare the Hare (http://www.youtube.com/watch?v=1GSM5pqAZlQ) which pits the wits of people against a giant robotic hare and this was shown on Saturday evening! So yeah, I get your point.

Date: 2011-10-31 07:57 pm (UTC)
From: [identity profile] kibet.livejournal.com
For Wipeout, not the Bob Monkhouse version, at least they skip over a lot of it. If you think we have been doing it for years, even with the Grand Knockout Tournament. You were probably too young to remember it on the TV but I remember it purely for the fact that I knew Christopher Reeve would successfully cross the slippery log as he was Superman!

Date: 2011-10-27 03:30 am (UTC)
From: [identity profile] ravenworks.livejournal.com
Holy mackerel, I have to split this into THREE comments. :) How to tell when you've wound up making an exceptionally long video to comment on. ;)

Did you find the height (or duration) of his upwards jump to be a bit odd and short? I don't remember much about this game, but I do remember hopping around trying to haul my way up, or shake loose a ceiling tile above me, so that animation stuck in my brain...

What kinds of things were wrong with the other console PoPs you tried?

According to an FAQ I found, there IS no way to tell which ones are poisonous! The bastards. :)

Okay, I'm glad I'm not the only person who gets so edgy on a game like this :P

"The sight was so horrifying that I went around clutching my stomach for the rest of the day" - did you really?

Man, the drops in this game really are shockingly high... I think I've played games where you can die by falling before, but something about his falling just has such... weight behind it...

I can't believe they put cliffs that close past the start of a screen when there's such a jarring pause before you suddenly have to tap the jump button immediately! I understand it's a cruel game, but working a challenge around the load times seems a little fourth-wall...

So what normally happens to the skeleton, if you're surprised you can kill him?

In terms of things that have changed - do you know if they're at least consistent among console versions (like the consoles got the "official 1.1" versions of the maps maybe) or if each team just went "hmmm, I think THIS would be cool!" of their own volition...

"You're lucky I've changed the music... assuming I have, because I don't know yet, because I'm still here talking to you!" I am 27, my brain should not still hurt this much over the time paradoxes of recorded media...

It's just occurred to me what an ACTUAL "stumbling through" of this game would be like... can you imagine? I had my older brother to explain to me how everything worked, so I really can't imagine making any headway in this bizarre game with its myriad of contextual controls... What was it like for you?

What was the music in the moment of confusion :D

Oh man, having the dude steal the drink from you is awesome :D You said this part wasn't obligatory in the original - would his health actually be one piece shorter when you eventually fight him if you skipped it?

I just noticed the background-flashes are color-coded to show who got hit... good idea! I wanted to say "how did they differentiate in the original", but then I realised, I guess most people weren't on monochrome macs at the time. X3

"I've never tortured the people who play MY games like this, have I?" I am dying to hear responses from the people who've gotten through the area that has an achievement for dying less than ten times at it. :)

So, wait, why did the shadow even appear on screen there if he doesn't do anything in this version? Or is it possible to make that jump and have him react, but it also lets you through if you miss completely? :P

"WAAAAH! Err, that gap's a bit... wider."
Wow, he really DOES know this game!
"... I think."
Or he's a tremendous bluffer whose conscience got him in the end..

Date: 2011-10-27 07:56 am (UTC)
From: [identity profile] kibet.livejournal.com
"Man, the drops in this game really are shockingly high... I think I've played games where you can die by falling before, but something about his falling just has such... weight behind it..."



Saboteur II (http://en.wikipedia.org/wiki/Saboteur_II:_Avenging_Angel) had ridiculously high drops and you had to watch it no matter how many screens there were. Typically you would be runnning along a tightrope and you had to keep running, if you stopped you would just fall. I don't think I knew the story until I read it at that link, although I remember the woman was the sister of the first saboteur. Nothing about Nuclear weapons, but when you could buy games for 2-3 quid you did not need to know the story.

Date: 2011-10-28 05:53 am (UTC)
From: [identity profile] kibet.livejournal.com
Yep, with the tightrope and it is really far. Also your health does not increase when you are running. If you stop in the center, you don't it is again the same screen until you hit the bottom. I'm surprised that the person did not use the high kicks more or the ninja rolls (jumps that makes you thing you are progressing faster). Also the squat, we used to say that she was farting or pooping (it was the eighties although possibly early 90s as it was the C64 we were playing it on).

Date: 2011-10-27 02:11 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
Wow, here's something creepy/awesome... apparently listening to you for 45 minutes straight was enough that now when I read your comments, I hear them in your voice...

I remember that skeleton pit thing, now that you mention it! Man, that was another cool touch. They really thought about this in terms of neat bullet points rather than efficient use of the gameplay elements that they had to program in.... a lesser game would have had those skeletons and floaty potions everywhere, but saving them for one-shot encounters like that really makes them that much more amazing when they do happen!

Date: 2011-10-27 03:30 am (UTC)
From: [identity profile] ravenworks.livejournal.com

Man, this is one of those games that I'd like to see played atlas (http://www.youtube.com/watch?v=9CoQ-wXR_iw)-style.... I have such a hard time keeping all these all-alike hallways straight...

That floaty potion is a bit.... odd! I mean, it's not like there's a "leap of faith" involved; they put it in a place where there's virtually no chance of NOT deciding to drink the potion, and there's no way to know that the fall would have been fatal without taking it.... it's not like they're daring you to try the fatal fall that you wanted to take earlier but couldn't find a way to; they're just giving you a free potion, then leaving you to try jumping, and then going "oh, huh, this would've killed me, but I guess I'm floating instead?" Floating unexpectedly like that should've been an awesome moment! Freeing you from the threat of gravity, letting you take the leap that you knew would simplify things if you could just make it.... oh, bah, whatever.

"I think they might have extended that just so that, with the scrolling of the screen, you can see that there IS something to grab onto there" I was wondering if they would do anything like that! I figured the alternative was that they put something like the Mario World L+R buttons on Select, or something... and just hoped that people were curious enough to press it in screens that don't let you scroll there on your own :P I have to admit, as cruel as it's set up to be, most of the changes DO seem like the result of focus testing to iron out the REALLY unfair bits...

"Can you hear me on the keyboard by the way, saving state..." Yes ;) (Although, I don't need to tell you it now, you've already edited it.... PIME TARADOX...)

"I miss the between-level animations; they would give you some hint as to what to actually DO in the levels..." Really? The only ones I remember were just the princess fretting as she looked at the hourglass... What were the other ones like?

I don't know what, but something reminded me of the boxart.... as much as the PC version (http://www.giantbomb.com/prince-of-persia/61-2561/) had that wonderful pulp flair to it, conjuring up that air of adventure and mystery.. there really is something awfully classy (and apt) about the SNES version (http://www.joystiq.com/2010/02/24/prince-of-persia-snes-included-with-the-forgotten-sands-on-wii/), isn't there? I guess they knew it was meant for a more cerebral audience than the standard console fare, ultimately...

Now that I think about it, I wonder how many games actually existed on NES and SNES simultaneously like that?

Hah! And now I JUST got to the part where you mention the SNES game. :) Now I'm curious how different/similar it was!

What tension would there normally have been in the part with the mouse? I guess they make you wait longer, give you time to say "dash it all" and reload your save file before finding out that you actually HAD done it right after all? (See my earlier remark about focus-testing away the distinctly frustrating bits, if that's what it was!)

Does the game still have a countdown timer noise for the timed gates?

It's funny they say "exit opened", when for the rest of the switches you just have to bloody well figure out what they did..!

"Cut out some things in the name of getting through the game more quickly, we're not Final Fantasy 13 here" -- wasn't FF13's whole problem that they cut out too much? Or am I misunderstanding what you mean..

"Let's see if this [sneaking] trick works..." Y'know, I was just thinking earlier "it's so weird how they turn even when you're a whole floor below them", but then I held back from saying it because I figured "well maybe it's that they hear your footsteps" -- now you're saying that the original had a puzzle where if you tiptoe, he WOULDN'T turn? I love that they thought of it too :) This game really is a labor of love...

Date: 2011-10-28 01:47 am (UTC)
From: [identity profile] ravenworks.livejournal.com
"What an amazing video - I'd love to do a video of it being played atlas-style, [...] The trouble is I don't know... how to put a video of it being played atlas-style together."

I've been wondering myself whether the guy making that Metroid one had a special plugin, or was just painstakingly patient - but come on, Prince Of Persia couldn't be any simpler, it doesn't scroll! :) All you'd have to do is move your gameplay footage to cover a different part of the map every time the game changes screens... (Hell, the more I think about it; you could even do it in Flash, and save an awful lot of bandwidth in the process...!)
Anyway, it looks like the same guy has actually already thrown together an example of one level from the game, so you can get a taste of what it would be like: http://www.youtube.com/watch?v=vqhNhs9jD8A

"yes, it hasn't been an impassable pit until then - you've only seen it if you didn't cling on in time at the very start of the level."

Oh, shoot -- but, I guess that's what would happen to most people upon playing that level for the first time? (I didn't realise it was the same room, hence my desire to see it played Atlas-style ;) ) That would make me rescind my statement about the drop not being foreshadowed, at least...

"The PC version involved a rather long pause at that door before rescue comes, potentially leading you to believe that you've done something wrong. The SNES version did it well - instead of just one door, Jafar appears and catches you between two of them, but a few seconds after he leaves the mouse turns up to open the way forward for you."

At least the SNES version has a fancy mini "cutscene" of sorts, to indicate that this is a major point in the level - to me at least, it would feel very different than just thinking "oh fuck, the door closed because I took too long". (Though I'll admit it's a more pleasant compromise than just having the mouse show up instantly... although it would also make me wonder why Jafar doesn't finish the job right then and there!)

"there really is something charming about the amount of detail that went into just twelve levels of environment in this one."

That's the old problem with video games as value propositions - Portal arguably had a similar approach, but the only way they could justify selling that to people was by giving you two other games with it.... downloadable games are starting to alleviate this slightly, but even then it seems like far too often, the length of a game is being held up as the element that all other budgetary concerns have to bend to suit.. ah well.

"the Mega CD one frankly looks like it should have been voiced by Strong Bad."

You wouldn't have a hard time convincing someone that it WAS! That YAHHHH (http://www.youtube.com/watch?v=Q6k9u7YuiqI#t=0m53s) is completely..... indescribable. :) (And an especially odd choice since they had a much... er.... slightly more suitable one right after it!)

Also, wait, what? How did the graphics get a DOWNGRADE from cartridge (http://www.youtube.com/watch?v=pkxcBHl62nk) to CD (http://www.youtube.com/watch?v=xqLXxXfrtYE)?

Somewhat relatedly, I just stumbled onto the fact that this game was originally written for the APPLE ][ ! I had no idea! When I first saw youtube videos of an Apple ][ version, I just thought, "oh, how embarassing, they'll port it to ANYTHING; there's no chance of a later game like this running REMOTELY well on that kind of hardware..." Man, seriously, my respect for what they accomplished has just about doubled upon learning how EARLY they pulled all of this off! Unthinkable!

... did I just say "they"? Because really, it was all one guy, wasn't it. Jordan Mechner. That's even more staggering. I guess you can count his brother too -- given what a fan you are, I assume this isn't news, but I might as well ask because it would be horribly remiss of me not to share this with you if you haven't seen it - are you familiar with the original footage (http://vimeo.com/1854745) that he traced the animations from? Truly uncanny when you see the exact frames jump out at you from a human being...

Date: 2011-10-31 02:49 am (UTC)
From: [identity profile] ravenworks.livejournal.com
Oh, it's simple, is it ;) Let's see... I'd need a level map, a video of the level being played, a way to move the video on the screen as the prince moved between them, and a way to keep the screens in the state they were last visited until they were re-entered (so it's not just moving a video frame around a map). I do actually have access to Flash across on the Mac, though I've never really opened it - perhaps I could, given some time.

What's wrong with just moving a video frame around a map? Sure, it's not perfect, but it's never going to look perfect anyway just because you never really see him cross the screen threshhold... it's the principle! But, if you really want it to 'save state'- why not just cut the video into the various screens (which would probably make your job easier anyway) and then leave the previous video in place when it finishes running :)

the shakiness on the console conversions isn't innate to the limited hardware, it's just that the original one was made by somebody who actually cared about what he was doing!

Amen!!

Date: 2011-10-28 08:34 am (UTC)
From: [identity profile] rakarr.livejournal.com
Oh good God what the hell! The Mega CD version! I just... it...!
I can't think of a single coherent thing to say.

Date: 2011-10-29 02:04 am (UTC)
From: [identity profile] rakarr.livejournal.com
Oh, I came to terms with that a long time ago. I even came to terms with the English bastardisation of already-weird Japanese cartoons. What I was completely unprepared for was seeing both applied to Prince of Persia.

Date: 2011-10-27 03:31 am (UTC)
From: [identity profile] ravenworks.livejournal.com
What would you have done if you DID run out of time? Found a cheat online or just surrendered?

"OOOOOOH~~~!" THERE'S the kind of vocalizing I'd been waiting for. :)

I'm curious - what was the puzzle that they cut out of level 11? And I wonder why they made so many of those platforms pre...collapsed?

"The dungeon tileset, but blue.. might be purple..." It was blue+purple right from the start! You commented as much yourself right at the beginning of the video :)

"There used to be a skeleton here - not a living one, just one on the ground." Now that you mention it, is there only that ONE (fighting) skeleton in the entire game? How odd..!

"Wheeeeeeee......" <3

"Oh, it's a skeleton!" Statement withdrawn :D But... only on the first AND last level is almost odder!

"Let's fight the shadow who is actually a skeleton." WHAT? That would've been the shadow fight? So.... in this entire version.... the whole "jump through the mirror" thing amounts to... he drinks one of your potions. I don't know whether to chalk this up to "shaving off the confusing bits" (I remember my brother doing that - you have to put away your sword and walk into him, right?) rather than it being a technical challenge - I mean, it's not like the frames aren't already on the cartridge! :P Although... is there a "draw/sheath sword" button in this version? It seemed like it was coming out automatically in most of these fights (although obviously it's hard to tell without seeing your controller!), and I guess that would have precluded the puzzle :)

"Level 14" - didn't you say the SNES version had 20 levels to the original's 12? And where did 13 go? (Maybe I just lost count...)

So, wait, what is the point of that whole level leading up to the princess? You just..... walk through some plate-activated gates? Is there some puzzle that you made look too easy or something at least..?

Oooooogh, and it just drops you back to the legal screen? So anticlimactic, I hate that :S Feels like all your work just got erased behind you :P Maybe it wouldn't be so bad if the music didn't just continue on blithely as though the NES didn't even realise the significance of what just happened..!

Also, I just remembered, wasn't there a part where you have to do the Indiana Jones thing and walk out across an invisible bridge? Was that one of the things they cut?

Wow.... I just remembered that that part of the game was always linked in my mind with Focus' Hocus Pocus (http://www.youtube.com/watch?v=NGaVUApDVuY), because it's what my brother was playing on the stereo when he was playing that part - he called my dad into the room to see the invisible bridge part, and my dad wasn't sure if the music was from the game or something separate; he found it appropriate! In hindsight, objectively, I'm not sure I agree (and I'm not sure how he thought even a mac could be capable of that kind of sound quality at the time - not that the musical cues that DID exist weren't rather extravagant for the era (http://www.youtube.com/watch?v=GaleVnNDip4&feature=related)!) but the two have always been linked in my mind since then :) In fact, there are a few points in games like that.... I feel like I must have asked about that on videogame_tales at some point...

Anyway, wow! That was tremendously long, but very fun :) I feel like I've just spent an evening hanging out with you over an old game! That was fun, we must do it again some time. :)

...... actually, hell, the more I think about it - have you thought about doing these on Livestream..? Maybe with someone there to read the chat, for the sake of you not having to put down the controller and read over and over, and for the sake of anyone later watching the recording then missing out on the comments you might choose to respond to...

This is starting to sound complicated, don't let me interfere too much with a good thing :) Cheers!

Date: 2011-10-28 02:00 am (UTC)
From: [identity profile] ravenworks.livejournal.com
Well, this (http://www.youtube.com/watch?v=9zaxWD0BVSs#t=38m23s) wasn't bad, but I believe the 'ooh' I meant was here (http://www.youtube.com/watch?v=9zaxWD0BVSs#t=39m22s) :) (A tilde usually refers to an oscillation in pitch on the preceding word, if I'm using it right - I believe you'll find it apt :D)

Date: 2011-11-01 12:27 am (UTC)
From: [identity profile] crassadon.livejournal.com
Soon you'll have your own t-shirt..

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