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The first game in the ''Franchise/PrinceOfPersia'' franchise, originally created by Jordan Mechner for the UsefulNotes/{{Apple II}}e and released by Creator/BroderbundSoftware in 1989.

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The first game in the ''Franchise/PrinceOfPersia'' franchise, originally created by Jordan Mechner for the UsefulNotes/{{Apple Platform/{{Apple II}}e and released by Creator/BroderbundSoftware in 1989.



This game was ported to more systems than any other game in the ''Prince of Persia'' franchise. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear and UsefulNotes/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.

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This game was ported to more systems than any other game in the ''Prince of Persia'' franchise. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Platform/AtariST, Platform/{{Amiga}}, Platform/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, Platform/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear Platform/FMTowns, Platform/AppleMacintosh, Platform/NintendoEntertainmentSystem, Platform/SuperNintendoEntertainmentSystem, Platform/SegaMasterSystem, Platform/SegaGenesis, Platform/SegaCD, Platform/TurboGrafxCD, Platform/GameBoy, Platform/GameGear and UsefulNotes/GameBoyColor. Platform/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore Platform/ZXSpectrum, Platform/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.
games.



** The UsefulNotes/SegaGenesis version:

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** The UsefulNotes/SegaGenesis Platform/SegaGenesis version:
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* ReReleaseSoundtrack: The versions of the game that are developed developed by Arsys Software include in-game music, which the other versions lacked.

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* ReReleaseSoundtrack: The versions of the game that are developed developed by Arsys Software include in-game music, which the other versions lacked.
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* ReReleaseSoundtrack: The versions of the game that are developed developed by Arsys Software include in-game music, which the other versions lacked.

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* CopyProtection: Upon completing Level 1, the player may be greeted with a manual-based copy protection room containing potions with various letters above them. To pass this room, the player must drink the potion with the letter corresponding to a certain word in the manual, with the game telling you what page and line the word is on. Drinking the wrong one two times kills you and kicks you back to the title screen. Drinking the right one causes the exit door in the room to open, allowing you to continue on.

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* CopyProtection: Upon completing Level 1, the player may be greeted with a manual-based copy protection room containing potions with various letters above them. To pass this room, the player must drink the potion with the letter corresponding to a certain word in the manual, with the game telling you what page and line the word is on. Drinking the wrong one two times kills you and kicks you back to the title screen. Drinking the right one causes the exit door in the room to open, allowing you to continue on. Some computer ports and all the console ports omit this room entirely.


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* HeroicMime: Played straight with the prince, with the exception of the Sega CD version.
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* AdaptationExpansion: The SNES version improves upon the original formula by introducing more bosses for the prince to fight and more levels (such as the one level where the Prince is sent to the underworld). Curiously, this version isn't present in the ''Classic'' remake.
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The SNES version is the only version that does this.


* ControllableHelplessness: A particularly cruel example: some versions of the game do not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at the final level, where the Princess will be absent at the end of the level[[note]]In the SNES version, another cue is that, before reaching the room where the Princess is being held, [[NoFinalBossForYou Jaffar will also be missing and thus the final boss battle never happens]][[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.

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* ControllableHelplessness: A particularly cruel example: some versions The SNES version of the game do does not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at the final level, where the Princess will be absent at the end of the level[[note]]In the SNES version, another level[[note]]Another cue is that, before reaching the room where the Princess is being held, [[NoFinalBossForYou Jaffar will also be missing and thus the final boss battle never happens]][[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.
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* TheManyDeathsofYou: There are many [[{{Gorn}} bloody]] ways for the prince to die: [[ImpaledWithExtremePrejudice impaled by spikes]], crashing hard on the ground, stabbed to death, crushed by rubble, poisoned, HalfTheManHeUsedToBe... The Snes version even adds ''more'', althought [[BloodlessCarnage without a hint of blood]].

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* TheManyDeathsofYou: TheManyDeathsOfYou: There are many [[{{Gorn}} bloody]] ways for the prince to die: [[ImpaledWithExtremePrejudice impaled by spikes]], crashing hard on the ground, stabbed to death, crushed by rubble, poisoned, HalfTheManHeUsedToBe... The Snes version even adds ''more'', althought [[BloodlessCarnage without a hint of blood]].
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* TheManyDeathsofYou: There are many [[Gorn bloody]] ways for the prince to die: [[ImpaledWithExtremePrejudice impaled by spikes]], crashing hard on the ground, stabbed to death, crushed by rubble, poisoned, HalfTheManHeUsedToBe... The Snes version even adds ''more'', althought [[BloodlessCarnage without a hint of blood]].

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* TheManyDeathsofYou: There are many [[Gorn [[{{Gorn}} bloody]] ways for the prince to die: [[ImpaledWithExtremePrejudice impaled by spikes]], crashing hard on the ground, stabbed to death, crushed by rubble, poisoned, HalfTheManHeUsedToBe... The Snes version even adds ''more'', althought [[BloodlessCarnage without a hint of blood]].
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* BloodlessCarnage: Some versions of the games remove or tone down the amount of blood in the original game. Notably, in the Snes version, the Prince's corpse [[EverythingFades fades away]] after he dies.


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* {{Bowdlerise}}: The versions of the game on Nintendo consoles, and the one on Game Gear and Master System remove [[BloodlessCarnage all the blood from and tone down some of the death animations]].


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* TheManyDeathsofYou: There are many [[Gorn bloody]] ways for the prince to die: [[ImpaledWithExtremePrejudice impaled by spikes]], crashing hard on the ground, stabbed to death, crushed by rubble, poisoned, HalfTheManHeUsedToBe... The Snes version even adds ''more'', althought [[BloodlessCarnage without a hint of blood]].
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* ControllableHelplessness: A particularly cruel example: the game does not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at the final level, where the Princess will be absent at the end of the level[[note]]In the SNES version, another cue is that, before reaching the room where the Princess is being held, [[NoFinalBossForYou Jaffar will also be missing and thus the final boss battle never happens]][[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.

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* ControllableHelplessness: A particularly cruel example: some versions of the game does do not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at the final level, where the Princess will be absent at the end of the level[[note]]In the SNES version, another cue is that, before reaching the room where the Princess is being held, [[NoFinalBossForYou Jaffar will also be missing and thus the final boss battle never happens]][[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.
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* ResourcefulRodent: The Princess' pet mouse is able to make its way out of her chambers and throughout the palace. [[spoiler:After the Prince gets trapped behind a locked gate in Level 8, the mouse opens it for him.]]
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* RescueHug: When the Prince finally finds the Princess after killing Jaffar, they hug each other lovingly. In ''Prince of Persia Classic'' and the SNES version, it has a TwirlOfLove and a SmoochOfVictory thrown in.


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* TearsOfJoy: After Jaffar's defeated in the Sega CD version, the Princess cries in joy before rushing to hug the Prince.
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[[caption-width-right:320:Who needs Jerry Bruckheimer?]]

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[[caption-width-right:320:Who needs Jerry Bruckheimer?]]
Creator/JerryBruckheimer?]]

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* ControllableHelplessness: A particularly cruel example: the game does not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at the final level, where the Princess will be absent at the end of the level[[note]]In the SNES version, another cue is that, before reaching the room where the Princess is being held, Jaffar will also be missing and thus the final boss battle never happens[[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.

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* ControllableHelplessness: A particularly cruel example: the game does not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at the final level, where the Princess will be absent at the end of the level[[note]]In the SNES version, another cue is that, before reaching the room where the Princess is being held, [[NoFinalBossForYou Jaffar will also be missing and thus the final boss battle never happens[[/note]].happens]][[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.


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* NoFinalBossForYou: Fail to reach Level 20 in the specified time limit in the SNES version, and Jaffar won't interrupt you as usual.
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* ControllableHelplessness: The SNES version has a particularly cruel example: the game does not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at Level 20, where both Jaffar and the Princess are absent. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.

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* ControllableHelplessness: The SNES version has a A particularly cruel example: the game does not immediately end if you run out of time. In fact, you can still complete levels and respawn after death as per normal. Where this trope comes into play is at Level 20, the final level, where both Jaffar and the Princess are absent.will be absent at the end of the level[[note]]In the SNES version, another cue is that, before reaching the room where the Princess is being held, Jaffar will also be missing and thus the final boss battle never happens[[/note]]. Entering the Princess's room will cause a small "Game over" message to appear before the player is sent back to the main menu.
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* CopyProtection: When loading a game, the player may be greeted with a manual-based copy protection room containing potions with various letters above them. To pass this room, the player must drink the potion with the letter corresponding to a certain word in the manual, with the game telling you what page and line the word is on. Drinking the wrong one three times kills you and sends you back to Level 1. Drinking the right one causes the exit door in the room to open, allowing you to continue on.

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* CopyProtection: When loading a game, Upon completing Level 1, the player may be greeted with a manual-based copy protection room containing potions with various letters above them. To pass this room, the player must drink the potion with the letter corresponding to a certain word in the manual, with the game telling you what page and line the word is on. Drinking the wrong one three two times kills you and sends kicks you back to Level 1.the title screen. Drinking the right one causes the exit door in the room to open, allowing you to continue on.
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Up To Eleven is a defunct trope


** The Skeleton boss from level 3, who can only be defeated by pushing it off of a ledge... guess where it fights the Prince? Taken UpToEleven in the SNES version, where it makes that same mistake ''twice'', and then lets the Prince lead it under a collapsing roof trap to finish it off for good measure.

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** The Skeleton boss from level 3, who can only be defeated by pushing it off of a ledge... guess where it fights the Prince? Taken UpToEleven Exaggerated in the SNES version, where it makes that same mistake ''twice'', and then lets the Prince lead it under a collapsing roof trap to finish it off for good measure.
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Camel Case shenanigans


** After the BossRush in Level 19 of the SNES port, Jaffar makes the ground below you disappear, causing you to drop off-screen and down two levels. The resulting fall damage is ''always'' a HPtoOne, even if you have more than 2 health before the drop.

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** After the BossRush in Level 19 of the SNES port, Jaffar makes the ground below you disappear, causing you to drop off-screen and down two levels. The resulting fall damage is ''always'' a HPtoOne, HPToOne, even if you have more than 2 health before the drop.
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* {{Doppelmerger}}: Early into the game, the Prince has to break a MagicMirror blocking his path. This inadvertently creates Shadow Man, [[EvilDoppelganger an evil version of himself]]. Late into the game, the Prince confronts this doppelgänger, who can't be fought traditionally, due to their connection [[PuzzleBoss meaning the Prince takes damage and dies whenever Shadowman does]]. The solution to this is for the Prince to [[SheatheYourSword sheathe his sword]], which makes Shadow Man do the same, and the two merge into one.

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There's Hit Flash, and then there's Hit Spark. Also attempted to further elaborate the Big Damn Heroes example.


''Prince of Persia'' follows the story of a traveller from a faraway land who had journeyed to medieval [[UsefulNotes/{{Iran}} Persia]], at a time when the kingdom's ruling Sultan was waging war in a distant land, and his tyrannical [[EvilChancellor Grand Vizier]], Jaffar, had seized power. The traveller meets and becomes the love interest of the Sultan's daughter, the Princess of Persia. Not content with this, Jaffar has the traveller thrown into the [[BigFancyCastle palace]] dungeons and locks the Princess up in her room at the top of it, giving her an ultimatum: [[AndNowYouMustMarryMe marry him]] within the hour, or die. The traveller must thus RaceAgainstTheClock ticking away at the bottom of the screen, and [[LeParkour run, jump, climb]], and {{Flynn|ing}} his way through the palace's MalevolentArchitecture, filled with [[DeathCourse traps]] and patrolled by guards, to escape from the dungeons, defeat Jaffar, and SaveThePrincess.

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''Prince of Persia'' follows the story of a traveller from a faraway land who had journeyed to medieval [[UsefulNotes/{{Iran}} Persia]], at a time when the kingdom's ruling Sultan was waging war in a distant land, and his tyrannical [[EvilChancellor Grand Vizier]], Jaffar, had seized power. The traveller meets and becomes the love interest of the Sultan's daughter, the Princess of Persia. Not content with this, Jaffar has the traveller thrown into {{locked|InTheDungeon}} in the [[BigFancyCastle palace]] dungeons and locks imprisons the Princess up in her room at the top of it, giving her an ultimatum: [[AndNowYouMustMarryMe marry him]] within the hour, or die. The traveller must thus RaceAgainstTheClock ticking away at the bottom of the screen, and [[LeParkour run, jump, climb]], and {{Flynn|ing}} his way through the palace's MalevolentArchitecture, filled with [[DeathCourse traps]] and patrolled by guards, to escape from the dungeons, defeat Jaffar, and SaveThePrincess.



* BigDamnHeroes: [[spoiler: From a ''mouse'', actually.]]

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* BigDamnHeroes: [[spoiler: From The Princess[[spoiler:'s ''pet mouse'']] gets a ''mouse'', actually.]]moment, appearing from nowhere and freeing the Prince after Jaffar traps him in a small room with two locked gates.



* DirectContinuousLevels: Level 6 ends with you falling down a pit, and Level 7 starts with you falling and grabbing a ledge ([[YetAnotherStupidDeath at least you better grab it!]]).

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* DirectContinuousLevels: Level 6 ends with you falling down a pit, and Level 7 starts with you falling and grabbing a ledge ([[YetAnotherStupidDeath ([[PressXToNotDie at least you better grab it!]]).



** With only one exception in the SNES version, elaborated directly below this example, falling two levels will subtract one from your LifeMeter, and falling three levels will outright kill you.
** After the BossRush in Level 19 of the SNES port, Jaffar makes the ground below you disappear, causing you to drop off-screen and down two levels. The resulting fall damage will ''always'' leave you with 1 health, even if you have more than 2 health before the drop.

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** With only one exception in the SNES version, elaborated directly below this example, falling two levels will subtract one from your LifeMeter, and falling three or more levels will outright kill you.
** After the BossRush in Level 19 of the SNES port, Jaffar makes the ground below you disappear, causing you to drop off-screen and down two levels. The resulting fall damage will is ''always'' leave you with 1 health, a HPtoOne, even if you have more than 2 health before the drop.



* HellIsThatNoise: The sound of a sawtooth trap shutting, complete with the sound of sliced flesh whenever anyone gets [[HalfTheManHeUsedToBe bifurcated]] by it.
* HitFlash: Whenever an enemy is hit by a sword or falls on the ground, a colored flash is shown. The color matches the character's clothes and life points. But if it happens to the Prince, the whole screen will briefly flash red.
* HoistByTheirOwnPetard: A lot of later combat encounters involve you crossing a hazard (such as chompers or a deadly drop) to confront a guard, putting you in the position where you have to fight with your back to the hazard, threatening death if you are forced back by parrying too much. It's quite easy to slip past the guard and swap places with them then force ''them'' back into the hazard for an instant kill. [[spoiler:You can even do this to ''[[AnticlimaxBoss Jaffar!]]'' Albeit only in the original version of the game.]]

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* HellIsThatNoise: The sound of a sawtooth trap shutting, shutting[[note]]a loud bang or high-pitched clink, depending on the version[[/note]], complete with the sound of sliced flesh whenever anyone gets [[HalfTheManHeUsedToBe bifurcated]] by it.
* HitFlash: Whenever an enemy is In addition to a HitSpark, the entire screen briefly flashes red whenever the Prince gets hit by a sword anything or falls on takes FallingDamage.
* HitSpark: A small spark appears whenever anyone loses health. On certain systems,
the ground, a colored flash is shown. The color of the spark when an NPC loses health also matches the character's clothes and life points. But if it happens to the Prince, the whole screen will briefly flash red.
their clothes.
* HoistByTheirOwnPetard: A lot of later combat encounters involve you crossing a hazard (such as chompers or a deadly drop) to confront a guard, putting you in the position where you have to fight with your back to the hazard, threatening death if you are forced back by parrying too much. It's quite easy to slip past the guard and swap places with them then force ''them'' back into the hazard for an instant kill. [[spoiler:You can even do this to ''[[AnticlimaxBoss Jaffar!]]'' Albeit only ''Jaffar'' in the original version release of the game.game, turning him into an AnticlimaxBoss.]]



* JumpPhysics: Pretty much averted in that jumping is portrayed very realistically, a rarity for the time, putting your agility on par with a traceur. A running start will allow you to clear a lot more distance than a standing jump (and even then you still have to hold Shift to grab the opposite ledge sometimes), and you only get enough height to climb a single storey or touch the ceiling directly above you (and dislodge the tile if it's loose).

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* JumpPhysics: Pretty much averted in that jumping is portrayed very realistically, a rarity for the time, putting your agility on par with a traceur. A running start will allow you to clear a lot more distance than a standing jump (and even then you still have to hold Shift to grab the opposite ledge sometimes), and you only get enough height to climb a single storey floor or touch the ceiling directly above you (and dislodge the tile if it's loose).



** The Shadow. First you meet an impassable MagicMirror after opening the door to level 5. [[spoiler:Jumping through it breaks it, releases the Shadow and leaves you with [[OneHitPointWonder one unit of health]].]] When you meet him next time, he pushes a switch to prevent you from proceeding anywhere but downwards. When you get to fight him, hitting him hurts you too. [[spoiler:[[TakeAThirdOption You]] need to SheatheYourSword and merge with him.]]

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** The Shadow. First you Shadowman. You first meet an impassable it by jumping through a MagicMirror after opening to get to the door to level 5. [[spoiler:Jumping through it breaks it, exit, which releases it from the Shadow and leaves you with [[OneHitPointWonder one unit of health]].]] mirror. When you meet him next time, he pushes a switch to prevent you from proceeding anywhere but downwards. When you get to fight him, hitting him hurts you too. [[spoiler:[[TakeAThirdOption You]] need to SheatheYourSword and merge with him.SheatheYourSword.]]
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cut trope


* YouGottaHaveBlueHair: The Princess has blue hair in the SNES port, despite taking place in Ancient Persia.

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Rewrote a number of trope examples for grammar and accuracy.


''Prince of Persia'' follows the story of an adventurer from a faraway land who had travelled to medieval [[UsefulNotes/{{Iran}} Persia]], at a time when the kingdom's ruling Sultan was waging war in a distant land, and his tyrannical [[EvilChancellor Grand Vizier]], Jaffar, had seized power. The adventurer meets and becomes the love interest of the Sultan's daughter, the Princess of Persia. Not content with this, Jaffar has the adventurer thrown into the [[BigFancyCastle palace]] dungeons and locks the Princess up in her room at the top of it, giving her an ultimatum: [[AndNowYouMustMarryMe marry him]] within the hour, or die. The adventurer must thus RaceAgainstTheClock ticking away at the bottom of the screen, and [[LeParkour run, jump, climb]], and {{Flynn|ing}} his way through the palace's MalevolentArchitecture, filled with [[DeathCourse traps]] and patrolled by guards, to escape from the dungeons, defeat Jaffar, and SaveThePrincess.

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''Prince of Persia'' follows the story of an adventurer a traveller from a faraway land who had travelled journeyed to medieval [[UsefulNotes/{{Iran}} Persia]], at a time when the kingdom's ruling Sultan was waging war in a distant land, and his tyrannical [[EvilChancellor Grand Vizier]], Jaffar, had seized power. The adventurer traveller meets and becomes the love interest of the Sultan's daughter, the Princess of Persia. Not content with this, Jaffar has the adventurer traveller thrown into the [[BigFancyCastle palace]] dungeons and locks the Princess up in her room at the top of it, giving her an ultimatum: [[AndNowYouMustMarryMe marry him]] within the hour, or die. The adventurer traveller must thus RaceAgainstTheClock ticking away at the bottom of the screen, and [[LeParkour run, jump, climb]], and {{Flynn|ing}} his way through the palace's MalevolentArchitecture, filled with [[DeathCourse traps]] and patrolled by guards, to escape from the dungeons, defeat Jaffar, and SaveThePrincess.



* {{Acrofatic}}: The fat guard in the sixth level is an incredibly skilled swordfighter and the hardest opponent you'll face until you face Jaffar himself.
* AIBreaker: In the SNES version, sword-fighting is a simple minigame where you block, attack, block, attack, block, attack until either you or your opponent messes the timing up. Easier enemies mess up sooner than harder ones. However, the game assumes that you are going to attack as soon as you block, and then block again (if you don't block as soon as you attack, you get hit). BUT, if you wait a split second after blocking and ''then'' attack, you will hit the enemy every single time. This works on the very first guard, the captain, Jaffar, and every other swordfighting enemy in-between. Could also be used as a speedrunning tactic, as blocking, waiting a second and hitting them is much faster than clanging swords with them for 15-20 seconds per hit. This same trick works on the original as well. In fact, this is required to actually beat Jaffar in this version, because when he starts swordfighting, he ''never'' messes up the counterattack chain. You HAVE to delay your strike back by the right amount of time, or you will NEVER hit him.

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* {{Acrofatic}}: The fat guard in at the sixth level end of Level 6 is an incredibly skilled swordfighter and the hardest opponent you'll face until you face Jaffar himself.
* AIBreaker: In the SNES version, sword-fighting is a simple minigame where you block, repeatedly parry, then attack, block, attack, block, attack until either you or your opponent the enemy messes the timing up. Easier enemies mess up sooner than harder ones. However, the game always assumes that you are going to attack as soon as right after you block, and so enemies are programmed to parry first, then block again (if you don't block as soon as you immediately attack, which will result in them hitting you get hit). BUT, if you wait try to attack twice. However, you can throw the AI off-balance by waiting a split second after blocking and ''then'' attack, you parrying before attacking, which will hit result in your follow-up attack always hitting the enemy every single time. This works on enemy, and if they are backed up against a wall or gate, you can proceed to spam the very first guard, the captain, attack button until they die, as they will have no opening to parry your attacks. Knowledge of this is essential when facing off against Jaffar, and every other swordfighting enemy in-between. Could also be used as a speedrunning tactic, as blocking, waiting a second and hitting them is much faster than clanging swords with them for 15-20 seconds per hit. This same trick works on the original as well. In fact, this is required to actually beat Jaffar in this version, because when [[PerfectPlayAI he starts swordfighting, he ''never'' messes will never mess up the counterattack chain. You HAVE to delay your strike back by the right amount of time, or you will NEVER hit him.timing.]]



* CallBack: In Level 5, there's a large potion in a room. However, when you are about to reach it, the Shadow appears and drinks it. [[spoiler:When you face the Shadow in Level 12, he has 4 health points - the initial 3 the Prince started with, plus 1 from the large potion he took.]]

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* CallBack: In Level 5, there's there is a large potion in a room. room, which increases your max health by 1. However, Shadowman will usually reach and drink it before you do, gaining its effects. As a result, when you are about to reach it, confront him near the Shadow appears and drinks it. [[spoiler:When you face end of the Shadow in Level 12, game, he has 4 health points - the initial 3 the Prince started with, plus 1 from the large potion he took.]]consumed.



* ControllableHelplessness: The SNES version has a particularly cruel example. If you run out of time, then the game doesn't end immediately. In fact, you can still complete levels and respawn after death as normal. But not only is Jaffar absent from level 20, upon reaching the Princess' room, which would normally end the game in triumph, her room will be empty, and the player will be met with a game over. Time could run out very early in the game, but no matter how many levels the player completes or how well they play from then on, the game ends in failure either way.

to:

* ControllableHelplessness: The SNES version has a particularly cruel example. If example: the game does not immediately end if you run out of time, then the game doesn't end immediately. time. In fact, you can still complete levels and respawn after death as per normal. But not only Where this trope comes into play is at Level 20, where both Jaffar absent from level 20, upon reaching and the Princess' room, which would normally end Princess are absent. Entering the game in triumph, her Princess's room will be empty, and cause a small "Game over" message to appear before the player will be met with a game over. Time could run out very early in is sent back to the game, but no matter how many levels the player completes or how well they play from then on, the game ends in failure either way.main menu.



* EdgeGravity: When you choose to walk instead of running, the Prince will stop himself from stepping off an edge.

to:

* EdgeGravity: When you choose to walk instead of running, run, the Prince will stop himself from stepping off an edge.a ledge.



* FallingDamage: Falling two levels will subtract one from your LifeMeter, and falling three levels will outright kill you.
* FatBastard: Level six has [[UniqueEnemy one enemy]] who is this. He becomes a proper bossfight in the SNES version, with the [[AllThereInTheManual manual calling]] him [[CorruptPolitician Politician]].

to:

* FallingDamage: Falling FallingDamage:
** With only one exception in the SNES version, elaborated directly below this example, falling
two levels will subtract one from your LifeMeter, and falling three levels will outright kill you.
** After the BossRush in Level 19 of the SNES port, Jaffar makes the ground below you disappear, causing you to drop off-screen and down two levels. The resulting fall damage will ''always'' leave you with 1 health, even if you have more than 2 health before the drop.
* FatBastard: Level six 6 has [[UniqueEnemy one enemy]] who is this. He becomes a proper bossfight in the SNES version, with the [[AllThereInTheManual manual calling]] him [[CorruptPolitician Politician]].



* HalfTheManHeUsedToBe: The saw-toothed traps will slice the Prince in half if he's not careful, resulting in his death. Of course, this can also happen to enemies that get pushed into one, so the things play fair.

to:

* HalfTheManHeUsedToBe: The saw-toothed sawtooth traps will slice the Prince in half if he's not careful, resulting in his death. Of course, this can also happen to enemies that get pushed into one, so the things play fair.bifurcate anyone standing on them when they shut, killing them instantly.



* HellIsThatNoise: The clanging of the saw-toothed traps. To say nothing of the sound they make ''when someone get chopped in two by them.'' '''Yeowch.'''

to:

* HellIsThatNoise: The clanging sound of the saw-toothed traps. To say nothing of a sawtooth trap shutting, complete with the sound they make ''when someone get chopped in two of sliced flesh whenever anyone gets [[HalfTheManHeUsedToBe bifurcated]] by them.'' '''Yeowch.'''it.



* ImpaledWithExtremePrejudice:
** The spike traps will pierce the Prince if he's not careful.
** A careful and fast enough player can use the spike traps to their advantage and push mooks into them.

to:

* ImpaledWithExtremePrejudice:
** The spike
ImpaledWithExtremePrejudice: Spike traps will pierce the Prince if he's not careful.
** A careful
impale and fast enough player can use the spike traps to their advantage and push mooks instantly kill anyone who drops on or runs into them.



* ItsAWonderfulFailure: The GameOver screen in at least one version of the game describes what happens when you run out of time, complete with depressing music. The UsefulNotes/SegaGenesis version being the most notable:
-->''Final hope destroyed, the Princess has no choice but to submit to the Vizier. Jaffar takes the crown, and Persia is plunged into an age of fear and tyranny.''
** The NES and Game Boy versions also have a text wall when time runs out, albeit a strangely-toothless one, with the NES version not even having depressing music:

to:

* ItsAWonderfulFailure: The GameOver screen in at least one version of the game describes what happens when you run out of time, complete with depressing music. music.
**
The UsefulNotes/SegaGenesis version being the most notable:
-->''Final
version:
--->''Final
hope destroyed, the Princess has no choice but to submit to the Vizier. Jaffar takes the crown, and Persia is plunged into an age of fear and tyranny.''
** The NES and Game Boy versions also have a text wall when time runs out, albeit a strangely-toothless one, with although the NES version not even having depressing has no music:



* {{Knockback}}: Any hits on the player and the enemies result in some them being knocked back. This makes it easier to defeat enemies by pushing them over ledge.
* LawOfChromaticSuperiority: In the Super Nintendo version, the guards are given different colored outfits that roughly correspond to how much health they have. Green guards have the least, blue guards have middling health, and purple guards have the most.

to:

* {{Knockback}}: Any hits on the player and the Anyone who is hit will stumble backwards a little. You can exploit this to push enemies result in some them being knocked back. This makes it easier to defeat enemies by pushing them over ledge.
ledges or into traps.
* LawOfChromaticSuperiority: In the Super Nintendo SNES version, the guards are given different colored outfits that roughly correspond to how much health they have. Green guards have the least, blue guards have middling health, and purple guards have the most.



* LevelGoal: The goal of each level is finding the exit gate and opening it with the right PressurePlate. [[SoundCodedForYourConvenience The sound of an opening gate will let you know]] you've stepped on the right plate.

to:

* LevelGoal: The goal of each level is finding the exit gate and opening it with the right PressurePlate. [[SoundCodedForYourConvenience The sound of an Said gate opening gate will let you know]] you've stepped on the right plate.is SoundCodedForYourConvenience.



* LockedInTheDungeon: You are locked in the palace's dungeon in the beginning, and from there your quest to rescue the princess begins.

to:

* LockedInTheDungeon: You are locked in the palace's dungeon in the beginning, and from there your quest to rescue the princess Princess begins.



* MagicMirror: Level 4 has one that can't be broken with a sword ''and'' blocks one of the paths that the Prince must go through. [[spoiler:The correct solution is to have the Prince take some steps behind, then run back towards the mirror and ultimately ''leap'' into it.]] [[spoiler:Bad thing, doing so will release his Shadow, whom he must fight later.]]

to:

* MagicMirror: Level 4 has one that can't be broken with a sword ''and'' blocks one of the paths that path to the Prince must go through. [[spoiler:The correct solution is exit gate. You need to have the Prince take some steps behind, then a running jump into the mirror to pass through, but doing so releases the Shadowman, who proceeds to run back wild throughout the palace until you confront him towards the mirror and ultimately ''leap'' into it.]] [[spoiler:Bad thing, doing so will release his Shadow, whom he must fight later.]]end of the game.



* MirrorMatch: You have to [[MirrorBoss face a literal mirror copy of yourself]], released from a magic mirror you had leaped through earlier. He shares your health bar and mirrors every attack identically. The only way to defeat him is to [[spoiler:sheathe your sword]].
* MirrorMonster: Shadow Man is created when the Prince jumps through Jaffar's magic mirror.
* MirrorSelf: Depending on the version, Shadow Man is a spectral or darker version of the protagonist.
* MultiArmedAndDangerous: In the SNES version, the Hindu god-like monster fights in this way by stomping on the floor and making skulls fall down.
* NiceMice: The Princess's mouse [[spoiler: rescues the Prince in one level by opening a gate he gets trapped behind.]]

to:

* MirrorMatch: You have to [[MirrorBoss face a literal mirror copy create one at the end of yourself]], released from a magic mirror Level 4, when you had leaped are required to jump through earlier. He shares your health bar a MagicMirror in order to reach the exit gate, and mirrors every attack identically. will eventually confront him towards the end of the game. This mirror copy, named Shadowman, has only 4 health, but whenever you hit him, you take damage, and if you kill him, you die as well. The only way to defeat him "defeat" Shadowman is to [[spoiler:sheathe your sword]].
[[spoiler:SheatheYourSword]].
* MirrorMonster: Shadow Man Shadowman is created when the Prince jumps through Jaffar's magic mirror.
a MagicMirror.
* MirrorSelf: Depending on the version, Shadow Man Shadowman is a spectral ghostly-white or darker version full-black PaletteSwap of the protagonist.
Prince.
* MultiArmedAndDangerous: In Ashura, the boss in Level 17 of the SNES version, the Hindu god-like monster fights has six arms. However, he does not actually use his arms in this way by stomping on the floor and making skulls fall down.
combat.
* NiceMice: The Princess's mouse [[spoiler: rescues [[spoiler:rescues the Prince in one level by opening a gate he gets trapped behind.]]



* PaletteSwap: Many of the guards only differ by clothes colors. Shadow sprites are created from Prince sprites by XOR operation (selective inversion), at least on Apple ][ and some earlier ports.

to:

* PaletteSwap: Many of the guards only differ by clothes colors. Shadow the color of their clothes. On the Apple II and some earlier ports, Shadowman's sprites are also created from Prince the Prince's sprites by XOR operation (selective inversion), at least on Apple ][ and some earlier ports.inversion).



* SequenceBreaking: It is possible with a well-timed jump to bypass the guard on the first level without ever picking up the sword (a trick exploited by speedrunners). Thankfully the game assumes you picked it up and it is available to use from the second level onwards.
* SheatheYourSword: Sheathing your sword is the only way to [[spoiler:defeat your shadow]].
* ShoutOut: The soundtrack takes more than a few cues from Maurice Jarre's score for ''Film/LawrenceOfArabia''
* SpikesOfDoom: One of the most common traps in the game, as is usual for Platform Games. However, unlike most examples, they only kill you if you fall or run into them with too much speed. If you walk slowly, you can go straight through them with no problem.
* TimedMission: You have unlimited continues, but you have only an hour to save the princess (two in the SNES version), and dying subtracts a minute from the timer.
* TitleDrop: At the end, regarding the protagonist.
-->No longer a stranger, he shall from this day forth be known as... PRINCE OF PERSIA.

to:

* SequenceBreaking: It is possible with With a well-timed jump to jump, you can bypass the guard on blocking the first level exit gate on Level 1 without ever picking up the sword (a trick exploited by speedrunners). Thankfully the sword. [[GameplayAndStorySegregation The game assumes that you picked it up up,]] however, and it is will still be available to use from the second level Level 2 onwards.
* SheatheYourSword: Sheathing your sword is the only way to [[spoiler:defeat your shadow]].
Shadowman]].
* ShoutOut: The soundtrack takes more than a few cues from Maurice Jarre's score for ''Film/LawrenceOfArabia''
''Film/LawrenceOfArabia''.
* SpikesOfDoom: One The spike trap is one of the most common earliest traps you will encounter in the game, as is usual for Platform Games. well as the most ubiquitous, and it instantly kills anyone that jumps into or drops onto it. However, unlike most examples, they only kill you can pass through the trap without dying if you fall or run into them with too much speed. If you walk slowly, you can go straight through them with no problem.
into it.
* TimedMission: You have unlimited continues, lives but you have only an 1 hour to save the princess (two (2 in the SNES version), and version); dying subtracts a minute from the timer.
* TitleDrop: At In the end, regarding game's manual describing the protagonist.
-->No longer a stranger, he shall from this day forth be known as... PRINCE OF PERSIA.
plot, as well as at the end of the game.



* TheUsurper: The sultan's vizier has taken over the palace [[HorribleJudgeOfCharacter in his absence]] and transformed it into a DeathCourse with EverythingTryingToKillYou.
* ViolationOfCommonSense: [[SheatheYourSword Sheathing your sword]] is a move that will certainly end up with the Prince being [[OneHitKill one-hit killed]] by the guard in front of him, but it is also [[spoiler:the only way to get past the Shadow]].

to:

* TheUsurper: The sultan's vizier has taken Grand Vizier Jaffar's goal is to take over all of Persia from the palace [[HorribleJudgeOfCharacter Sultan, seizing the chance to almost do so once the Sultan went to wage war in his absence]] and transformed it into a DeathCourse with EverythingTryingToKillYou.
distant land.
* ViolationOfCommonSense: [[SheatheYourSword Sheathing your sword]] is a move that will certainly end up with the Prince being [[OneHitKill one-hit killed]] {{One Hit Kill}}ed by the guard in front of him, but it is also [[spoiler:the only way to get past "defeat" Shadowman and progress further into the Shadow]].game]].
Is there an issue? Send a MessageReason:
Funny that POP 2 was not even mentioned in the opening description.

Added DiffLines:

A direct sequel, ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', was released in 1993.


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Split up the Real Life history into two parts: a brief primer at the top of the opening description, and the port history at the bottom of it, similar to how Super Mario Bros 1 is written.


The first ''Franchise/PrinceOfPersia'' game was originally created by Jordan Mechner for the UsefulNotes/{{Apple II}}e and released by Creator/BroderbundSoftware in 1989, it was ported to more systems than any ''Prince of Persia'' game since. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear and UsefulNotes/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.

to:

The first game in the ''Franchise/PrinceOfPersia'' game was franchise, originally created by Jordan Mechner for the UsefulNotes/{{Apple II}}e and released by Creator/BroderbundSoftware in 1989, it was ported to more systems than any ''Prince of Persia'' game since. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear and UsefulNotes/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.
1989.


Added DiffLines:


This game was ported to more systems than any other game in the ''Prince of Persia'' franchise. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear and UsefulNotes/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.

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Re-wrote the opening description so it's more text than quote, added Just You And Me And My Guards as an example, and had fun with the trope introduction line.


-->''It is a time of darkness. While the Sultan is off fighting a foreign war, his Grand Vizier Jaffar has seized the reins of power. Throughout the land, the people groan under the yoke of tyranny, and dream of better days.''\\
''You are the only obstacle between Jaffar and the throne. An adventurer from a foreign land, innocent of palace intrigues, you have won the heart of the Sultan's lovely daughter. And in so doing, you have unwittingly made a powerful enemy.''\\
''On Jaffar's orders, you are arrested, stripped of your sword and possessions, and thrown into the Sultan's dungeons. As for the Princess, Jaffar gives her a choice, and an hour to decide: Marry him--or die.''\\
''Locked in her room high in the palace tower, the Princess rests all her hopes on you. For when the last sands drain from the hourglass, her choice can bring only a throne for the Grand Vizier...a new reign of terror for his long-suffering subjects...and death for the brave youth who might have been...''\\

to:

-->''It is a time of darkness. While the Sultan is off fighting a foreign war, his Grand Vizier Jaffar has seized the reins of power. Throughout the land, the people groan under the yoke of tyranny, and dream of better days.''\\
''You are the only obstacle between Jaffar and the throne. An adventurer from a foreign land, innocent of palace intrigues, you have won the heart of the Sultan's lovely daughter. And in so doing, you have unwittingly made a powerful enemy.''\\
''On Jaffar's orders, you are arrested, stripped of your sword and possessions, and thrown into the Sultan's dungeons. As for the Princess, Jaffar gives her a choice, and an hour to decide: Marry him--or die.''\\
''Locked
-->''Locked in her room high in the palace tower, the Princess rests all her hopes on you. For when the last sands drain from the hourglass, her choice can bring only a throne for the Grand Vizier...a new reign of terror for his long-suffering subjects...and death for the brave youth who might have been...''\\



-->-- The game's story as laid out in the manual.

The first ''Franchise/PrinceOfPersia'' game follows the story of an [[EvilChancellor evil vizier]] who, in the absence of the sultan, threatens to kill the princess within an hour unless she agrees to marry him. The princess's one true love, the eponymous Prince, has been thrown into the dungeons, and must run, jump, climb and fight his way through a series of passageways filled with [[DeathCourse traps]], guards and other surprises to [[SaveThePrincess rescue the princess]], [[RaceAgainstTheClock all the while the minutes tick by at the bottom of the screen]].

Originally created by Jordan Mechner for the UsefulNotes/{{Apple II}}e and released by Creator/BroderbundSoftware in 1989, it was ported to more systems than any ''Prince of Persia'' game since. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear and UsefulNotes/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.

to:

-->-- The game's story as laid out in the manual.


The first ''Franchise/PrinceOfPersia'' game follows the story of an [[EvilChancellor evil vizier]] who, in the absence of the sultan, threatens to kill the princess within an hour unless she agrees to marry him. The princess's one true love, the eponymous Prince, has been thrown into the dungeons, and must run, jump, climb and fight his way through a series of passageways filled with [[DeathCourse traps]], guards and other surprises to [[SaveThePrincess rescue the princess]], [[RaceAgainstTheClock all the while the minutes tick by at the bottom of the screen]].

Originally
was originally created by Jordan Mechner for the UsefulNotes/{{Apple II}}e and released by Creator/BroderbundSoftware in 1989, it was ported to more systems than any ''Prince of Persia'' game since. Versions of the game were released for just about anything that was Turing-complete, including the UsefulNotes/AtariST, UsefulNotes/{{Amiga}}, UsefulNotes/AmstradCPC, Sam Coupé, UsefulNotes/IBMPersonalComputer, UsefulNotes/PC98, UsefulNotes/SharpX68000, UsefulNotes/FMTowns, UsefulNotes/AppleMacintosh, UsefulNotes/NintendoEntertainmentSystem, UsefulNotes/SuperNintendoEntertainmentSystem, UsefulNotes/SegaMasterSystem, UsefulNotes/SegaGenesis, UsefulNotes/SegaCD, UsefulNotes/TurboGrafxCD, UsefulNotes/GameBoy, UsefulNotes/GameGear and UsefulNotes/GameBoyColor. This is not counting the unofficial ports to the UsefulNotes/ZXSpectrum, UsefulNotes/{{Commodore 64}} and [[UsefulNotes/Atari8BitComputers Atari 130 XE]], the VideoGameRemake ''Prince of Persia Classic'', or the numerous appearances of the game as an EmbeddedPrecursor in later ''Prince of Persia'' games.games.

''Prince of Persia'' follows the story of an adventurer from a faraway land who had travelled to medieval [[UsefulNotes/{{Iran}} Persia]], at a time when the kingdom's ruling Sultan was waging war in a distant land, and his tyrannical [[EvilChancellor Grand Vizier]], Jaffar, had seized power. The adventurer meets and becomes the love interest of the Sultan's daughter, the Princess of Persia. Not content with this, Jaffar has the adventurer thrown into the [[BigFancyCastle palace]] dungeons and locks the Princess up in her room at the top of it, giving her an ultimatum: [[AndNowYouMustMarryMe marry him]] within the hour, or die. The adventurer must thus RaceAgainstTheClock ticking away at the bottom of the screen, and [[LeParkour run, jump, climb]], and {{Flynn|ing}} his way through the palace's MalevolentArchitecture, filled with [[DeathCourse traps]] and patrolled by guards, to escape from the dungeons, defeat Jaffar, and SaveThePrincess.



!!Tropes appearing in this game:

to:

!!Tropes appearing in this game:
!!60 TROPES LEFT


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* JustYouAndMeAndMyGuards: In the SNES version, at the end of Level 19, the player enters the palace throne room after running through an excessively long BossCorridor[[note]]It's ''five screens long''[[/note]], only for Jaffar to sic [[BossRush the past bosses in the game against them]]. Once the player defeats all of them, Jaffar causes the floor to disappear, dropping the player two floors down and requiring them to unlock the door to Level 20 so that they can confront Jaffar directly.

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None


%%** Level 12 is contiguous with Level 13.

to:

%%** ** Level 12 is contiguous ends with you running off the side of the screen, and Level 13.13 starts with you in the lower corridor leading towards Jaffar, without the Prince going through an exit door first.



* OneHitKill: Take a hit from an enemy with your sword sheathed, and the Prince will on the spot.

to:

* OneHitKill: Take a hit from an enemy with your sword sheathed, and the Prince will cark it on the spot.



* RingOutBoss: The skeleton from Level 3 cannot be defeated in any other way than pushing it into a pit. [[spoiler:Jaffar himself can be defeated by pushing him over ledge.]]

to:

* RingOutBoss: RingOutBoss:
**
The skeleton from Level 3 cannot be defeated in any other way than pushing it into a pit. pit.
**
[[spoiler:Jaffar himself can be defeated by simply pushing him over ledge.the convenient ledge behind you.]]



* RedIsViolent: The Super Famicom boxart has the forces of Jaffar depicted as such, while the Prince, Princess and mouse are all show [[LightIsGood as white]].

to:

* RedIsViolent: The Super Famicom boxart has the forces of Jaffar depicted as such, while the Prince, Princess and mouse are all show [[LightIsGood as white]].



* ShoutOut: The soundtrack takes more than a few cues from Maurice's Jarre score for ''Film/LawrenceOfArabia''

to:

* ShoutOut: The soundtrack takes more than a few cues from Maurice's Jarre Maurice Jarre's score for ''Film/LawrenceOfArabia''



* TimedMission: You have unlimited continues, but you have only an hour to save the princess(Two in the SNES version), and dying subtracts a minute from the timer.

to:

* TimedMission: You have unlimited continues, but you have only an hour to save the princess(Two princess (two in the SNES version), and dying subtracts a minute from the timer.
Is there an issue? Send a MessageReason:
You better grab that ledge!


* DirectContinuousLevels: Level 6 ends with you falling down a pit, and Level 7 starts with you falling and grabbing a ledge.

to:

* DirectContinuousLevels: Level 6 ends with you falling down a pit, and Level 7 starts with you falling and grabbing a ledge.ledge ([[YetAnotherStupidDeath at least you better grab it!]]).
Is there an issue? Send a MessageReason:
It appears a few more times to hammer the point home


* {{Antepiece}}: Level 4 has lots of examples that demonstrate how loose tiles and guards can trigger [[PressurePlate pressure plates]] to not just open portcullises, but hold them open (since they normally start slipping shut after a few seconds). This is required knowledge for completing level 9.

to:

* {{Antepiece}}: Level 4 has lots of examples that demonstrate how loose tiles and guards can trigger [[PressurePlate pressure plates]] to not just open portcullises, but hold them open (since they normally start slipping shut after a few seconds). This is then explicitly demonstrated in level 6 in the room with the {{Acrofatic}} guard (the single loose tile falls down a deadly drop and lands on a PressurePlate that opens the portcullis in the same room). Going out of your way to set this up is required knowledge for completing level 9.
Is there an issue? Send a MessageReason:
None

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* CopyProtection: When loading a game, the player may be greeted with a manual-based copy protection room containing potions with various letters above them. To pass this room, the player must drink the potion with the letter corresponding to a certain word in the manual, with the game telling you what page and line the word is on. Drinking the wrong one three times kills you and sends you back to Level 1. Drinking the right one causes the exit door in the room to open, allowing you to continue on.


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* PurpleIsPowerful:
** The first guard in Level 8 wears purple, and is surprisingly tough, playing defensively and only attacking when the player tries to close the gap.
** In the SNES version, guards in purple have the most health out of any standard mook.
Is there an issue? Send a MessageReason:
Grammar


* {{Antepiece}}: Level 4 has lots of examples that demonstrate how loose tiles and guards can trigger [[PressurePlate pressure plates]] to not just open portcullis, but hold them open (since they normally start slipping shut after a few seconds). This is required knowledge for completing level 9.

to:

* {{Antepiece}}: Level 4 has lots of examples that demonstrate how loose tiles and guards can trigger [[PressurePlate pressure plates]] to not just open portcullis, portcullises, but hold them open (since they normally start slipping shut after a few seconds). This is required knowledge for completing level 9.

Top