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** The Tower of Dawn chapter itself can be frustrating, not only because you [[spoiler:don't have the Dagger of Time, but also because there are two tough wall-jumping shafts, one you must ascend and one you must descend, with no room for errors on timing, because death awaits one false move, and with no sands to save you, death means you'll have to repeat THE ENTIRE chapter all over again. Your only hope of advancing is to determine and master the wall-jumping timing needed to beat these shafts]].

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* OnceOriginalNowCommon: This game was notable for popularizing two things in the early 2000s, and inspiring later games to do the same.
** LeParkour as its core gameplay, with the levels being designed to fully make use of the Prince's movement abilities and feats. It features faster maneuverability than most platforming games of its time. But ever since Ubisoft implemented all they had learned from this game into the newer ''Assassin's Creed'' franchise and found that as their new CashCowFranchise, the ''Prince of Persia'' games fell into obscurity from the eyes of the younger generation in TheNewTens, while other games and franchises incorporated elements from this game's style of platforming.
** Real-time and in-game time-manipulation abilities brought about by the Dagger of Time. It was a unique twist not seen in a lot of games prior to 2003. What made it especially memorable is that all of these mechanics are key elements of the plot in the ''Sands of Time'' trilogy, and it is impossible not to mention the Prince's time-manipulation abilities when discussing the game's story. While newer titles from the 2010s onwards do have similar mechanics (e.g. ''VideoGame/{{GRID}}'' or ''VideoGame/LifeIsStrange''), they aren't as varied and diverse as what ''Prince of Persia'' did.



* SeinfeldIsUnfunny: This game was notable for popularizing two things in the early 2000s, and inspiring later games to do the same.
** LeParkour as its core gameplay, with the levels being designed to fully make use of the Prince's movement abilities and feats. It features faster maneuverability than most platforming games of its time. But ever since Ubisoft implemented all they had learned from this game into the newer ''Assassin's Creed'' franchise and found that as their new CashCowFranchise, the ''Prince of Persia'' games fell into obscurity from the eyes of the younger generation in TheNewTens.
** Real-time and in-game time-manipulation abilities brought about by the Dagger of Time. It was a unique twist not seen in a lot of games prior to 2003. What made it especially memorable is that all of these mechanics are key elements of the plot in the ''Sands of Time'' trilogy, and it is impossible not to mention the Prince's time-manipulation abilities when discussing the game's story. While newer titles from the 2010s onwards do have similar mechanics (e.g. ''VideoGame/{{GRID}}'' or ''VideoGame/LifeIsStrange''), they aren't as varied and diverse as what ''Prince of Persia'' did. Unfortunately, a lot of new gamers don't realize this since the franchise went mostly dormant after 2010.

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Renamed one trope.


* QuestionableCasting: Let's just say casting white actors to play the Persian characters hasn't exactly been well received by Iranian-Americans. It's gets even worse due to the actors sporting BrownFace for the parts.
** Other Iranians actually complained about the complaints, [[ValuesDissonance pointing out Iranians considered themselves white.]]



* WTHCastingAgency: Let's just say casting white actors to play the Persian characters hasn't exactly been well received by Iranian-Americans. It's gets even worse due to the actors sporting BrownFace for the parts.
** Other Iranians actually complained about the complaints, [[ValuesDissonance pointing out Iranians considered themselves white.]]
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* SugarWiki/MostWonderfulSound: The loud "'''''KLONG'''''" that accompanies a successful parry into a counterattack.

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