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{{Header Nav|game=Prince of Persia|num=0}}
{{Header Nav|game=Prince of Persia}}
{{Infobox
{{Game
|completion=3
|image=PrinceofPersia pccover.jpg
|title=Prince of Persia
|title=Prince of Persia
|image=
|developer=[[Brøderbund]]
|developer=[[Brøderbund]]
|publisher=[[Brøderbund]]
|publisher=[[Brøderbund]]
|released={{rd|1989}}
|year=1989
|systems={{syslist|a2|amiga|cpc|atarist|msdos|fmt|mac|gb|gbc|gg|gen|nes|sms|segacd|x68k|pc98|snes|tgcd|ios|wii|3ds}}, [[SAM Coupé]]
|genre=[[Platform]]
|genre=[[Platform]]
|systems=[[Apple II]], [[MS-DOS]], [[Amstrad CPC]], [[Game Boy]], [[Game Boy Color]], [[NES]], [[Atari ST]], [[ZX Spectrum]], [[Mac OS]], [[SNES]], [[Sega CD]], [[Sega Genesis]], [[Xbox Live Arcade]], [[PlayStation Network]]
|modes=[[Single-player]]
|modes=[[Single-player]]
|followed by=[[Prince of Persia 2: The Shadow and the Flame]]
|series=Prince of Persia
|series=Prince of Persia
|pcgamingwiki=Prince of Persia
}}
}}
{{game disambig||the [[Xbox 360]], [[PlayStation 3]] and [[iOS]] 3D remake|[[Prince of Persia Classic]]}}
'''Prince of Persia''' is a [[platform]] game, originally developed by Jordan Mechner in [[1989]] for the [[Apple II]], that was widely seen as a great leap forward in the quality of animation seen in computer games. Mechner used a process called rotoscoping, in which he studied many hours of film of his younger brother David running and jumping in white clothes, to ensure that all the movements looked just right. Also unusual was the method of combat: protagonist and enemies fought with swords, not projectile weapons, as was the case in most contemporary games. Mechner has said that when he started programming, the first ten minutes of Raiders of the Lost Ark had been one of the main inspirations for the character's acrobatic responses in a dangerous environment.


'''Prince of Persia''' is a [[Platform|platform]] game, originally developed by Jordan Mechner in [[1989]] for the [[Apple II]], that was widely seen as a great leap forward in the quality of animation seen in computer games. Mechner used a process called rotoscoping, in which he studied many hours of film of his younger brother David running and jumping in white clothes, to ensure that all the movements looked just right. Also unusual was the method of combat: protagonist and enemies fought with swords, not projectile weapons, as was the case in most contemporary games. Mechner has said that when he started programming, the first ten minutes of Raiders of the Lost Ark had been one of the main inspirations for the character's acrobatic responses in a dangerous environment.
After the original release on the Apple II, Prince of Persia was ported to a wide range of platforms. The game managed to surprise and captivate the player despite being at first glance, repetitive. This was achieved by interspersing intelligent puzzles and deadly traps all along the path the Prince had to take to complete the game—all this packaged in fluid, life-like motion.


After the original release on the Apple II, Prince of Persia was ported to a wide range of platforms. The game managed to surprise and captivate the player despite being at first glance, repetitive. This was achieved by interspersing intelligent puzzles and deadly traps all along the path the Prince had to take to complete the game—all this packaged in fluid, life-like motion.
<gallery>
File:PrinceofPersia amigacover.jpg|Commodore Amiga cover art.
File:PrinceofPersia gbcover.jpg|Nintendo Game Boy cover art.
File:PrinceofPersia genesiscover.jpg|Sega Genesis cover art.
File:PrinceofPersia ggcover.jpg|Sega Game Gear cover art.
File:PrinceofPersia nescover.jpg|NES cover art.
File:Prince of Persia SFC box.jpg|Super Famicom cover art.
File:PrinceofPersia snescover.jpg|European SNES cover art.
File:PrinceofPersia megacdcover.jpg|Mega CD cover art.
File:PrinceofPersia segacdcover.jpg|Sega CD cover art.
</gallery>


{{Continue Nav}}
{{ToC}}
{{ToC}}
{{Prince of Persia}}


[[Category:Brøderbund Software]]
[[Category:SAM Coupé]]
[[Category:Platform]]
[[Category:Platform]]
[[Category:Apple II]]
[[Category:Single player]]
[[Category:MS-DOS]]
[[Category:Amstrad CPC]]
[[Category:Game Boy]]
[[Category:Game Boy Color]]
[[Category:NES]]
[[Category:Atari ST]]
[[Category:Sinclair ZX Spectrum]]
[[Category:Mac OS]]
[[Category:SNES]]
[[Category:Sega CD]]
[[Category:Sega Genesis]]
[[Category:Xbox Live Arcade]]
[[Category:PlayStation Network]]
[[Category:Single-player]]

Latest revision as of 08:28, 30 April 2023

This is the first game in the Prince of Persia series. For other games in the series see the Prince of Persia category.

Box artwork for Prince of Persia.
Box artwork for Prince of Persia.
Prince of Persia
Developer(s)Brøderbund
Publisher(s)Brøderbund
Year released1989
System(s)Apple II, Commodore Amiga, Amstrad CPC, Atari ST, DOS, FM Towns, Mac OS, Game Boy, Game Boy Color, Sega Game Gear, Sega Genesis, NES, Sega Master System, Sega CD, Sharp X68000, NEC PC-9801, SNES, TurboGrafx-CD, iOS, Wii, Nintendo 3DS, SAM Coupé
Followed byPrince of Persia 2: The Shadow and the Flame
SeriesPrince of Persia
Genre(s)Platform
ModesSingle-player
LinksPrince of Persia at PCGamingWikiPrince of Persia ChannelSearchSearch
For the Xbox 360, PlayStation 3 and iOS 3D remake, see Prince of Persia Classic.

Prince of Persia is a platform game, originally developed by Jordan Mechner in 1989 for the Apple II, that was widely seen as a great leap forward in the quality of animation seen in computer games. Mechner used a process called rotoscoping, in which he studied many hours of film of his younger brother David running and jumping in white clothes, to ensure that all the movements looked just right. Also unusual was the method of combat: protagonist and enemies fought with swords, not projectile weapons, as was the case in most contemporary games. Mechner has said that when he started programming, the first ten minutes of Raiders of the Lost Ark had been one of the main inspirations for the character's acrobatic responses in a dangerous environment.

After the original release on the Apple II, Prince of Persia was ported to a wide range of platforms. The game managed to surprise and captivate the player despite being at first glance, repetitive. This was achieved by interspersing intelligent puzzles and deadly traps all along the path the Prince had to take to complete the game—all this packaged in fluid, life-like motion.

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