Video Game / Prince of Persia 2

Prince of Persia 2: The Shadow and the Flame is the second installment in the Prince of Persia series. Originally released by Brøderbund Software in 1993 for the IBM Personal Computer, it was ported over the next few years to the Apple Macintosh and in Japan to the PC-98 and FM Towns. A Super Nintendo Entertainment System version was released by Titus Software in 1995; a Sega Genesis version never got past the prototype stage.

The story picks up from where Prince of Persia left off (actually, it clarified the first installment's story in its Opening Narration). The gameplay follows the format established by its 2D predecessor, with mostly new enemies, all new Booby Traps and greater variety in puzzles.

Not to be confused with Prince of Persia: Warrior Within, the unnumbered sequel to The Sands of Time.

Tropes appearing in this game:

  • Actionized Sequel: This game is far more combat-driven than the first one, often involving fighting several guards at once, which never happened in the previous game.
  • Ancestral Weapon: The Prince is informed in a Cut Scene that the sword he found near the end of the ruins is his father's sword.
  • Artificial Stupidity: The enemies in this game often behave suicidally or instantly forget about the player in certain conditions.
  • Cast from Hit Points: Using the Shadow reduces the Prince's maximum life.
  • Cliffhanger: The game ends with an image of a mysterious witch watching the hero in a crystal ball. Word of God has that she was the one responsible for giving Jaffar his powers, killing the Prince's family, and sacking the Prince's kingdom. (Seen here.) However, the sequel it foreshadowed never came to pass. Prince of Persia 3D had a standalone story, and ever since then the series has stuck to new continuities.
  • Continuity Nod: The Shadow, who had merged with the Prince near the end of the first game, is one of the Prince's skills in this game.
  • Dem Bones: The cave levels feature skeletons as regular guards, but unlike the skeleton in the first game, all but one have a life bar and can be temporarily defeated.
  • Fission Mailed: When the guard in front of the flame kills the Prince, the player get the normal instructions to press a key to retry. The correct action is to stay dead until the Prince's spirit rises (seen in Prophecy Twist, below.)
  • Giant Spider: One of the rooms in the final level looks somewhat like one (though with legs sticking out at weird angles).
  • The Guards Must Be Crazy: They all most definitely are.
  • Guide Dang It!: In order to become the Shadow Prince, the player must repeatedly turn around and over again.
  • Happily Ever After: Subverted in the intro.
    Narrator: And so the young lovers were wed and lived happily... well, for eleven days.
  • Heel–Face Turn: The guards in the temple of the Flame all stop fighting and bow to the Prince instead once he manages to take the Flame.
  • Hypnotize the Princess: The game begins with the princess brainwashed into thinking the Prince a poor mad beggar, with the Not Quite Dead Jaffar masquerading as the Prince instead. Naturally, fleeing the royal guards quickly ensues. When the Princess does break out of this, Jaffar "silences her" via using magic to make her fall in a Convenient Coma. She doesn't wake up until the Prince kills Jaffar.
  • Mission-Pack Sequel: Explicitly confirmed by Mechner in his blog, but it's quite a mission pack. The original game's engine was used, but the graphics, sound and everything else were polished and jazzed-up.
  • Not Quite Dead: Jaffar is the Big Bad again, even though he was supposedly dead after the Prince defeated him in the previous game.
  • Prophecy Twist: "He Who Would Steal The Flame Must Die!" This isn't a threat, it's the instructions for how to finish that level. The Prince has to die (and have the body nearby) in order to steal the Flame.
  • Puzzle Boss: Like the skeleton in the previous game, the skeleton encountered on the bridge in the final cave level has no life bar and can't be killed. The Prince must get close enough to switch sides with him and then wait for the bridge to collapse.
  • Some Dexterity Required: The controls are less forgiving than the original. There are several places where you need to make a running jump exactly off an edge which turns out to be nearly impossible to time right; it feels like the previous game assumes the player want to jump from the edge and gives some tolerance, whereas the sequel prefers to either jump too early or miss it completely.
    • The disembodied goblin heads in the ruins levels require precise timing in order to damage.
  • Trippy Finale Syndrome: In the final level, Jaffar warps the Prince into a weird otherworld with giant chess pieces, Kryptonite crystals, and an MC Escher-esque battleground.
  • The Walls Are Closing In: Some later levels have crushing walls, most of which are situated in inescapable pits under Fake Platforms.