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1* InspirationForTheWork: The game's main mechanic was inspired by the opening sequence in Film/RaidersOfTheLostArk, while the theme was based on Literature/OneThousandAndOneNights.
2* 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 Platform/{{Steam}}.
3* MultiDiscWork: The DOS version that uses 5¼[=''=] disks has two of them.
4* 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.
5* 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.
6* 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.
7* 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.
8* SleeperHit: The game was not a big hit at first, but sold steadily through word of mouth and rave reviews in gaming publications.
9* WhatCouldHaveBeen:
10** The game initially had a level editor that allow the player to make their own level but the idea was scrapped.
11** [[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 Platform/AppleII did not have memory for more enemy sprites. Guards and swords appeared fairly late in the game development.
12* WorkingTitle: ''Baghdad''.

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