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: 2011-10-27 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.

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