Prince of Persia
Reviewed by Marcus Webb & Elena Castillo ·
Jordan Mechner's 1989 Apple II classic on SNES — Prince of Persia follows an unnamed prisoner escaping the Grand Vizier Jaffar's dungeons to save the Princess in 60 minutes of game time, with rotoscoped animation creating realistic human movement and sword combat demanding careful guard engagement. One of the defining games of the early 1990s.
💡 Prince of Persia — Key Facts
- → Prince of Persia was developed by Brøderbund and published by Konami
- → Released in 1992 on SNES
- → Genre: Action, Platformer, Adventure
- → We rate it 9/10 — an absolute classic
- → Jordan Mechner's 1989 Apple II classic on SNES — Prince of Persia follows an unnamed prisoner escaping the Grand Vizier Jaffar's dungeons to save the Princess in 60 minutes of game time, with rotoscoped animation creating realistic human movement and sword combat demanding careful guard engagement. One of the defining games of the early 1990s.
Overview
The dungeon has 60 minutes before the Princess dies.
The clock started when the game started. It doesn’t pause. It doesn’t stop for failed runs or cutscenes or combat. When 60 minutes are gone, the game ends.
This was radical in 1989. It remained radical in 1992 on SNES.
Rotoscoped Movement
Jordan Mechner filmed his brother running, jumping, rolling. He traced those movements frame by frame into sprites. The result is the Prince moving like a human — deceleration after running, follow-through on jumps, careful crouching before ledge-grabs.
Flashback’s Delphine Software did the same thing at the same time, creating two games with the same animation philosophy. Both looked unlike everything else being released.
On SNES in 1992, the contrast was immediate. The Prince looked like a person rather than a character. The movement had weight and consequence.
The Ledge
Running off a ledge kills the Prince. The fall animation is immediate; the height required is small. The game teaches early and harshly that movement must be deliberate.
Careful stepping near edges — walking slowly to the edge, looking down, assessing the drop — replaces the confident running that most platformers rewarded. Running fast through a room in Prince of Persia is the fast route to the death screen. Walking carefully, looking before leaping, is the game’s pacing requirement.
The Combat
Two swords, two health bars, one room.
The guard advances. The Prince retreats. Finding the rhythm — advance, wait, counter — takes adjustment from players trained by action games that reward aggression. The guard who rushes and attacks first is countered by the player who waits and steps back.
Guards become easier after the rhythm is learned. That rhythm, applied consistently across 12 levels, is Prince of Persia’s skill test.
Our Review
Gameplay
Prince of Persia is a side-scrolling action-adventure where the unnamed Prince must escape the dungeon, navigate the palace, and defeat the Grand Vizier Jaffar within 60 real-time minutes to save the Princess. The time limit is absolute — the game ends at 60 minutes regardless of progress. Movement uses rotoscoped human animation: running, jumping, grabbing ledges, careful stepping near edges. The Prince can fall to his death if he runs off ledges without looking. Sword combat requires engagement timing — raising your sword when facing an armed guard, advancing and retreating to create openings. Guards have health bars depleted by sword hits; the Prince also has health depleted by sword strikes or falls. Potions scattered through the dungeon restore or sometimes harm health.
Graphics
The SNES Prince of Persia translates Jordan Mechner's rotoscoped animation faithfully — the Prince's movement is fluid and realistic compared to typical 1992 action game sprites. Fall animations, combat stances, and ledge-grab motions reflect real human physics. The dungeon and palace environments are appropriately atmospheric.
Audio
Prince of Persia's atmospheric music creates dungeon-appropriate ambiance. The audio supports the tension of the 60-minute countdown and the sword combat encounters without overwhelming the player's attention required for precise platforming.
Replayability
The 60-minute time limit and the complete path through 12 dungeon/palace levels reward optimization. Players who complete the game find speed-run potential in knowing optimal routes, combat shortcuts, and potion management.
Historical Significance
Prince of Persia (1989, Apple II; 1992, SNES among many ports) is one of the most influential games ever made. Jordan Mechner created the rotoscoped animation technique in Prince of Persia simultaneously with (or slightly before) Flashback's Delphine Software — two games that pioneered realistic human movement in 1989-1992. The franchise spawned multiple sequels and the 2008 3D restart. Prince of Persia's influence on action-adventure design — the precise platforming requiring caution, the sword combat requiring timing over reflexes, the atmospheric dungeon setting — is visible in decades of subsequent games. The SNES version is among the finest home console ports.
✅ Pros
- + Rotoscoped animation creates realistic human movement unique in 1992
- + 60-minute real-time limit creates genuine urgency
- + Sword combat requires timing and patience rather than button mashing
- + 12 levels of dungeon and palace progression
- + One of gaming's most influential early action-adventure designs
❌ Cons
- - One fall from height kills instantly — punishing learning curve
- - 60-minute limit is absolute — can be frustrating on first playthroughs
- - Limited continues make progress resets costly
- - Some ledge sections require pixel-perfect positioning