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* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked major support for commercial games until Creator/{{Valve}} announced Ubuntu support for UsefulNotes/{{Steam}}.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked major support for commercial games until Creator/{{Valve}} announced Ubuntu support for UsefulNotes/{{Steam}}.Platform/{{Steam}}.
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** [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later, after lots of nagging from a friend, he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
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** [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later, after lots of nagging from a friend, he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII Platform/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
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* NoExportForYou: The only versions of the game developed by Arsys Software that left Japan are the SNES, Sega CD, and [=TurboGrafx=]-CD versions. All the other versions developed by Arsys are on Japanese exclusive systems.
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* RefittedForSequel: The RaceAgainstTheClock concept was repurposed from early concepts for ''VideoGame/{{Karateka}}'', where the villain would escape with the girl at midnight and the karateka had a watch to keep track of time; like in this game, failing to meet the deadline would result in a NonStandardGameOver. The multi-level platforming, meanwhile, was initially being used in concepts for a ''Karateka'' sequel before it evolved into a separate project.
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* RefittedForSequel: The RaceAgainstTheClock concept was repurposed from early concepts for ''VideoGame/{{Karateka}}'', where the villain would escape with the girl at midnight and the karateka had a watch to keep track of time; like in this game, failing to meet the deadline would result in a NonStandardGameOver.NonstandardGameOver. The multi-level platforming, meanwhile, was initially being used in concepts for a ''Karateka'' sequel before it evolved into a separate project.
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* InspirationForTheWork: The game's main mechanic was inspired by the opening sequence in Film/RaidersOfTheLostArk, while the theme was based on Literature/OneThousandAndOneNights.
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* InspirationForTheWork: The game's main mechanic was inspired by the opening sequence in Film/RaidersOfTheLostArk, while the theme was based on Literature/OneThousandAndOneNights.
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* RefittedForSequel: The RaceAgainstTheClock concept was repurposed from early concepts for ''VideoGame/{{Karateka}}'', where the villain would escape with the girl at midnight and the karateka had a watch to keep track of time; like in this game, failing to meet the deadline would result in a NonStandardGameOver. The multi-level platforming, meanwhile, was initially being used in concepts for a ''Karateka'' sequel before it evolved into a separate project.
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* WorkingTitle: ''Baghdad''.
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** [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
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** [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later later, after lots of nagging from a friend, he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked support for commercial games until Creator/{{Valve}} announced Ubuntu support for UsefulNotes/{{Steam}}.
to:
* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked major support for commercial games until Creator/{{Valve}} announced Ubuntu support for UsefulNotes/{{Steam}}.
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Replace decimal with glyph for ¼
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* MultiDiscWork: The DOS version that uses 5.25[=''=] disks has two of them.
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* MultiDiscWork: The DOS version that uses 5.25[=''=] 5¼[=''=] disks has two of them.
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* InspirationForTheWork: According to WordOfGod, the game was inspired by the opening sequence in Film/RaidersOfTheLostArk.
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* InspirationForTheWork: According to WordOfGod, the game The game's main mechanic was inspired by the opening sequence in Film/RaidersOfTheLostArk.Film/RaidersOfTheLostArk, while the theme was based on Literature/OneThousandAndOneNights.
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* InspirationForTheWork: According to WordOfGod, the game was inspired by the opening sequence in Film/RaidersOfTheLostArk.
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* The game initially had a level editor that allow the player to make their own level but the idea was scrapped.
* [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
* [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
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* RealLifeRelative: Jordan Mechner's brother was the prince's reference model, acting out the various actions seen in the game on video so that Mechner could rotoscope them.
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* WhatCouldHaveBeen: The game initially had a level editor that allow the player to make their own level but the idea was scrapped.
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* WhatCouldHaveBeen: WhatCouldHaveBeen:
* The game initially had a level editor that allow the player to make their own level but the idea wasscrapped.scrapped.
* [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
* The game initially had a level editor that allow the player to make their own level but the idea was
* [[https://www.youtube.com/watch?v=sw0VfmXKq54 Jordan Mechner says]] that he originally envisioned the game with no enemies at all — just the hero and the obstacles. A few years later he caved in and added [[PaletteSwap XOR-ed]] hero sprite as Shadow, who was going to be the only enemy — stealing potions and closing doors, as UsefulNotes/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
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* WhatCouldHaveBeen: The game initially had a level editor that allow the player to make their own level but the idea was scrapped.
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Added an example.
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* MultiDiscWork: The DOS version that uses 5.25[=''=] disks has two of them.
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* SleeperHit: The game was not a big hit at first, but sold steadily through word of mouth and rave reviews in gaming publications.
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* SleeperHit: The game was not a big hit at first, but sold steadily through word of mouth and rave reviews in gaming publications.publications.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked support for commercial games until Creator/{{Steam}} announced support for Ubuntu.
to:
* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked support for commercial games until Creator/{{Steam}} announced Creator/{{Valve}} announced Ubuntu support for Ubuntu.UsefulNotes/{{Steam}}.
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* PortOverdosed: As mentioned on the main page, the game has been ported on a huge amount of systems since its first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.
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* PortOverdosed: As mentioned on the main page, the game has been ported on a huge amount of systems since its first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.ports.
* SleeperHit: The game was not a big hit at first, but sold steadily through word of mouth and rave reviews in gaming publications.
* SleeperHit: The game was not a big hit at first, but sold steadily through word of mouth and rave reviews in gaming publications.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked support for commercial games until Creator/{{Steam}} added support.
* PortOverdosed: As mentioned in the main page, the game has been ported on a huge amount of systems since its first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.
* PortOverdosed: As mentioned in the main page, the game has been ported on a huge amount of systems since its first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.
to:
* KillerApp: Linus Torvalds cited the game as the reason Linux supports dual booting. He wanted to work on the kernel and be able to play ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked support for commercial games until Creator/{{Steam}} added support.
announced support for Ubuntu.
* PortOverdosed: As mentionedin on the main page, the game has been ported on a huge amount of systems since its first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.
* PortOverdosed: As mentioned
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* PortOverdosed: As mentioned in the main page, the game has been ported on a huge amount of systems since it's first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.
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* PortOverdosed: As mentioned in the main page, the game has been ported on a huge amount of systems since it's its first release. First on personal computers, then on consoles and finally on mobile. It even got unofficial ports.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supporting dual booting. He wanted to work on the kernel and be able to play the game at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro.
to:
* KillerApp: Linus Torvalds cited the game as the reason Linux supporting supports dual booting. He wanted to work on the kernel and be able to play the game ''VideoGame/PrinceOfPersia1'' at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro. This was important as Linux lacked support for commercial games until Creator/{{Steam}} added support.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supporting dual booting. He wanted to work on the kernel and be able to play the game at the same time, so he made sure it was possible to run both Linux and DOS on the same machine.
to:
* KillerApp: Linus Torvalds cited the game as the reason Linux supporting dual booting. He wanted to work on the kernel and be able to play the game at the same time, so he made sure it was possible to run both Linux and DOS on the same machine. The ability to dual-boot in turn was cited as a major reason Linux took off, as users wouldn't have to give up their DOS/Windows operating systems in order to try a Linux distro.
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* KillerApp: Linus Torvalds cited the game as the reason Linux supporting dual booting. He wanted to work on the kernel and be able to play the game at the same time, so he made sure it was possible to run both Linux and DOS on the same machine.
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* PortOverdosed: As mentioned in the main page, the game has being ported on a huge amount of systems since it's first release. First with with personal computers, then to consoles to mobile. It even got unofficial ports.
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* PortOverdosed: As mentioned in the main page, the game has being been ported on a huge amount of systems since it's first release. First with with on personal computers, then to on consoles to and finally on mobile. It even got unofficial ports.
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Added DiffLines:
* PortOverdosed: As mentioned in the main page, the game has being ported on a huge amount of systems since it's first release. First with with personal computers, then to consoles to mobile. It even got unofficial ports.