How Prince of Persia Defeated Apple II's Memory Limitations | War Stories | Ars Technica
Video Statistics and Information
Channel: Ars Technica
Views: 1,174,900
Rating: undefined out of 5
Keywords: video games, prince of persia, prince of persia apple ii, apple ii games, ars technica war stories, classic video games, retro gaming, rotoscope animation, rotoscope video game, game developer, game developer interview, video game development, video game developer, ars technica prince of persia, prince of persia war stories, jordan mechner, jordan mechner interview, prince of persia animation, prince of persia rotoscope, prince of persia game, ars, ars technica, technology
Id: sw0VfmXKq54
Channel Id: undefined
Length: 20min 49sec (1249 seconds)
Published: Tue Mar 17 2020
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Very interesting video, even though it's more about game design iterations than memory usage tricks
Fun fact about Karateka... he also made an easter egg where the other side of the disk contains the entire game rendered upside down.
I'm pretty thrown off by the ending. The entire video he's talking about not being able to add another character. But then at the end he adds guards and a final boss without much fanfare.
TIL that I’ve been pronouncing Karateka (Karate-ka vs Kara-teka, as he says it) INCORRECTLY all these years! :(
xor is such an elegant operation. It's great for things like graphics operations for example drawing something then easily erasing it.
Those machines were definitely pretty cramped programming environments. We had several of them in high school back in the '80's and my first 3 years of high school were somewhere with a decent set of programming classes. I changed schools for my senior year (Something I still regret decades later) and they'd just gotten some Apples at the new school. So my senior project was a graphing program written in the Apple Pascal environment. It used turtle graphics for the graphing parts and could do bar graphs, line graphs and pie graphs with an arbitrary number of data points on the graph you selected. You could also label the data points and the labels would show up on the graphs. By the time I was done, memory was so tight I had to swap all the keyboard input routines out to floppy. I also had to put the pie chart portion of the program on another floppy. IIRC all the code for it was neighborhood of 20 kilobytes.
I love that he talks about the rest of the PoP series but just completely skips PoP 3-D!
In late 1990, while working in Melbourne, I liked to browse the games at my local game shop at lunchtimes, and I remember the Prince of Persia running in a PC in attract mode - showing the title screen and playing the beautiful music through an Adlib sound card, and then showing a demo of the game in action. It was amazing, and attracted constant attention from other shoppers. I'd try to browse the game shelves, but keep being drawn back to the PC to watch the PoP game demo and marvel at the sound and graphics. What could I do ? I purchased the game, even though my old PC at the time had no sound card. The game still sounded pretty good through the PC's squeaker, without any sound card. The shadow guy had me stumped for a few hours - I tried jumping / searching all round the level and the prior level for an alternate way around him, and I laughed my head off when I finally figured it out. Several years later, when visiting Apple ][ news groups (usenet), and Simtel (for early Apple ][ emulators), and early Apple ][ game archive sites I discovered there was an Apple ][ version of PoP. What, no way ?? YES ! Incredible ! Amazing what clever game devs could squeeze out of the early computers and consoles. Karateka was also a great game - I had that one on my Apple ][ in 1984-85 approx, and it had a terrific Easter Egg if you inserted the disk wrong-side-up, and another right at the end if you tried to fight the princess ... Anyway, hat's off to you Jordan. Thank you !! :) P.S. I now realise I've been saying "Karateka" wrong all these years. This gets my vote for the best War Stories episode yet.
Edit: fix typo.
Skip to @8:50 if you want a fluff problem explanation. and @12:00 if you want to skip a slightly more technical explanation (eventually).
The one tidbit I really liked is the journal. Journals are a major key to great work imo