Prince
of Persia - Nicodim - 1991
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Jafar, eh? Why would anyone name part of their ruling body after a biscuit? Maybe that explains the sorry state of affairs afflicting Persia at the start of the game, for the Jafar in question has seized power. This might not be so bad (after all, everyone would have a giggle whenever they addressed him) but he's imprisoned the princess and given her an ultimatum: marry him or die in an hour. To make things that little bit more interesting, the hero - that's you – has been thrown into the dungeons. You need to get to the princess and dispose of the evil Jafar inside of the hour she has remaining to save the kingdom… sound simple? |
| Well, that much is for, ladies and gents, Prince of Persia - arcade/platform/puzzle classic of everything from the PC to the Master System and the 16-bit consoles in between - has made it to the Speccy. And thanks to some truly amazing programming by Russian software house Nicodim, it's as perfect a conversion as you could hope for on Speccy disk. In Russian. But don't fret: Prince of Persia (or POP as we lovingly refer to it) is about as big on text as an Ocean platformer, so you'll be able to review the few lines given with a cocked eyebrow before settling down to some action proper and play the same game that buckled its swash into the hearts of gamers everywhere about six years ago. Now, this is a bit of a two-edged sword as POP was not perfect when it came out, and the Speccy version has all the joys and quirks of the original. |
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You spend your time running around a number of dungeons and what look like the palace basement, trying to find the floor switch which will open the exit door – which also needs finding – in order to get to the next level. All this needs to be done with haste as the hour the princess has is a literal hour in real-time as well as game-time, giving you 60 minutes to finish the whole thing. In order to progress through the dungeons you need to jump gaps, navigate floor spike, iron choppers and loose floor tiles, as well as dispatching Jafar's goons with your trusty blade recovered in the first level. Fortunately the dungeon architect was a particularly kind fellow who left potions scattered around which give you health back and some of which even increase your total hit points. |
| The controls are pretty intuitive and soon(ish) you'll find yourself leaping about, grabbing onto platforms, hauling yourself up and down levels, matching blades with guards and generally having a good time. It feels like being Errol Flynn or someone similar in one of those 50s movies and the sheer degree of control you have makes the game world feel much more alive. It also helps displace the repetitive nature of the levels and the fact that you are basically doing the same thing over and over again. |
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However, it's not all rosy in the land of Persia's dungeons. To start with, although your character is very able, he's not particularly controllable and you'll soon want to hurt him after he falls down the same gap for the umpteenth time because he takes time to think about jumping after you press the button and a while to stop when you let go of the button. As a consequence, dying comes often and easily and the lack of any restart points on levels means you will quickly resort to saving every 30 seconds on an emulated copy, or crying if you're playing the original. |
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The dungeons themselves get pretty repetitive after a few levels; they're all you get, and let's face it, doing an entire game in dungeons and keep it interesting is a tricky thing to pull off at the best of times. To be fair, there can't have been much memory left for varied backgrounds after the beautifully-animated main sprite and his enemies, but the repetitive locations is a problem which also plagued every other version. As it is, here's the formula for you to make your own POP level: just randomly arrange the following and sprinkle them throughout two or three types of level: a)dodge spikes b)dodge crushers c)defeat guards d)leap gaps e)navigate falling floors, f)hit switches to open doors before they close again and g) die lots. This formula is repeated, repeated and repeated some more until you finally finish the game, probably with a lot less hair than when you started. Yes, you will eventually finish it, because no one level is that difficult and you get passcodes for each level which give you a fairly generous pre-determined proportion of the time limit regardless of how you were doing when you reached the level. |
| In the end, the question is whether you have the patience and tooth-gritting determination to see it through to the end. Personally, there came a point when my character fell off a three-storey level for (what felt like) the hundredth time that level (not counting all the levels before) because of his thinking time between button-pressing and reacting and I left him in a bloody mess on the floor. |
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Life Expectancy: 56% - This bit's
personal: how much can you take?
Graphics: 77% - Clear, defined, well-animated, a bit empty… and an alarming lack of variety. Sound: 39% - What's there is good… but that's not much. And not being able to hear the gates close is not helpful. Gameplay: 54% - At first it seems great, but then the cracks begin to appear and it all starts dragging. Summary: Some good ideas, but the execution ultimately fails it: it's just too annoying and repetitive. Jon Hyde |