[HN Gopher] Prince of Persia in JavaScript
       ___________________________________________________________________
        
       Prince of Persia in JavaScript
        
       Author : colinprince
       Score  : 792 points
       Date   : 2021-12-28 04:49 UTC (18 hours ago)
        
 (HTM) web link (princejs.com)
 (TXT) w3m dump (princejs.com)
        
       | luisnuxx wrote:
       | So many days spent playing this game. Good old days.
        
       | nojs wrote:
       | So many memories playing this, thanks!
       | 
       | I expected after finishing level 1 to see the "page 4 line 2
       | character 6" challenge room, where you were supposed to prove you
       | owned the official manual.
       | 
       | When I was a kid we had it on floppy disk but never had the
       | original book, and I remember diligently filling in a table of
       | failures each time I drank the wrong letter and died. Eventually
       | I got them all!
       | 
       | Because of this I remember level 1 extremely well :D
        
         | sparker72678 wrote:
         | This! Somewhere down the line we managed to get a copy of the
         | manual -- we played a lot more after that!
        
       | mehrdada wrote:
       | I used to play this in college in the back of the classroom in
       | DOSBox. I was good enough at it that I would only need to look at
       | the screen on occasion, so the instructor wouldn't notice, and
       | almost had the key sequences and time to hold in muscle memory.
        
       | livinglist wrote:
       | I really admire thisss guy
        
         | livinglist wrote:
         | no you don't
        
       | shmde wrote:
       | Played it first on my Windows 98 PC or was it the counterfeit
       | nintendo ? I don't exactly remember, but me and my big bro had a
       | blast playing this during the early 2000s. Did not remember the
       | jumps were this dysfunctional tbh.
        
       | pow_pp_-1_v wrote:
       | Thank you! It's fascinating that I still remember the controls
       | all these years later. One of the very few games I completed -
       | without cheats, mind you!
        
       | chromejs10 wrote:
       | Just as hard as I remember
        
       | thanatos519 wrote:
       | This is great and I also enjoy https://github.com/NagyD/SDLPoP
       | where my favourite feature is the ability to take a screenshot of
       | the whole level... which usually fits well within my 4K display.
       | 
       | Oh, and playing at 3840x1200 means that every original 320x200
       | pixel is ... 144 pixels!
        
       | [deleted]
        
       | Andrew_nenakhov wrote:
       | Damn. I used to pass this game without dying in ~35 minutes or
       | so. There goes my next few hours, I guess...
        
       | orliesaurus wrote:
       | Hope you don't mind I decided to start with 9 health hearts...
       | because I always sucked at this game...
        
       | anandsuresh wrote:
       | So fucking good it felt like the 90s again. :)
        
       | mysterydip wrote:
       | I'm interested in the tech behind this. Most javascript game
       | stuff I've tried on my iPhone have had issues because of safari
       | "helpfully" scrolling or zooming or showing the address bar when
       | tapping or swiping. This one doesn't seem to do that for me.
       | What's the trick?
        
         | gregsadetsky wrote:
         | The css directives here are probably a part of the answer:
         | 
         | https://github.com/oklemenz/PrinceJS/blob/master/assets/web/...
         | 
         | And also see the <meta name="viewport" ... values in the page
         | itself.
        
       | omgitsabird wrote:
       | I found the input latency made this unplayable.
        
         | argc wrote:
         | It feels very much like the original game.
        
           | omgitsabird wrote:
           | To me, there is a very large difference between the original
           | game in an emulator and this.
           | 
           | It appears that this is using http://phaser.io/ and is a
           | complete rewrite of the original game.
        
             | therein wrote:
             | Yeah, not to take away from the great work that the author
             | put into the game but it indeed feels very very different
             | to the original.
        
               | spider-mario wrote:
               | Yeah, it's a lot of very small things but they add up,
               | especially in such a game where there is often a fine
               | line between surviving and dying.
        
             | [deleted]
        
         | usaphp wrote:
         | It was exactly the same in the original game, that what made it
         | difficult to play back in the days
        
           | gajus wrote:
           | Indeed. You can compare it to emulated version.
           | https://www.retrogames.cz/play_102-DOS.php?language=EN
           | 
           | Feels exactly the same.
        
           | jasfi wrote:
           | It's an acquired skill. I remember hating it, then adapting.
        
         | nmg wrote:
         | The prince doesn't stop on a dime, this was a design choice.
         | This recreated version plays the same as it did on OG hardware.
         | If you're having difficulty, focus on holding and releasing the
         | inputs and think of it as applying acceleration, where you want
         | to release before you want the object to stop.
        
           | omegabravo wrote:
           | The controls are very similar to the original, however
           | there's somethings you can't do like step then crouch.
        
             | djmips wrote:
             | Interesting. I think you can but the animation is way
             | clumsier? I was testing against
             | https://archive.org/details/msdos_Prince_of_Persia_1990
        
             | bmn__ wrote:
             | That's false. The controls are identical to the original
             | and you can indeed step then crouch (|+- |).
        
       | Sniffnoy wrote:
       | What the hell are the controls? I can't figure out how to swing
       | the sword.
        
         | [deleted]
        
         | comboy wrote:
         | It's part of the experience. I remember it taking me a long
         | time to figure out on my 386DX.
        
           | djmips wrote:
           | Pirate. ;-)
        
             | comboy wrote:
             | Oops. In my (8yo _) defense at that point in time I had no
             | idea that games can be bought.
             | 
             | * I think I'm still somewhat afraid of sliding doors ;)_
        
         | djmips wrote:
         | Controls are same as original (linked) where on desktop the
         | arrows are joystick and shift is your joystick button. On
         | mobile it's covered elsewhere in the comments (it's screen
         | controls)
         | 
         | http://www.abandonia.com/files/extras/26916_Extra%20document...
        
           | thrdbndndn wrote:
           | >Controls are same as original (linked)
           | 
           | Is it? Num7/9 don't work regardless if num lock is on or not.
        
       | febin wrote:
       | Cheats
       | 
       | https://princejs.com/?level=2&health=3&time=59&strength=100&...
       | 
       | You can change the parameters here.
        
         | kottaram wrote:
         | was gonna say the same thing XD
        
       | wantsanagent wrote:
       | Oh man I hate this game so much. What a blast from the past :)
       | Very cool to see it reproduced like this though!
        
       | coryk135 wrote:
       | How do you unpause the game? Hiding the tool bar in Safari on iOS
       | pauses the game but there's no way to unpause...
        
       | halt40 wrote:
       | It's neat to see this in a browser, but I never really liked
       | playing the game. The visuals are cool, but the life-like
       | movement always annoyed me.
        
         | aniijbod wrote:
         | Why?
        
           | ricardobayes wrote:
           | It's weird that the character 'overruns' like in a cartoon
           | and makes control quite annoying.
        
             | pantulis wrote:
             | Kind of "uncanny valley"
        
       | beardedwizard wrote:
       | Soooooo, walkthroughs weren't a thing when you were kids? They
       | definitely existed for every space/police/kings quest game, and
       | many others.
       | 
       | I'm not sure things are so different now, perhaps we are looking
       | at the past through rose colored glasses.
        
         | ricardobayes wrote:
         | Not really, there were magazines where you could ask questions
         | - and some cheats were provided. If you were badly stuck and
         | you had no buddies playing the same game you would be just
         | stuck.
        
         | TedDoesntTalk wrote:
         | Where did you watch walk-thrus in the 80s?
        
           | egypturnash wrote:
           | You bought books. At the same store you bought the games.
        
       | therein wrote:
       | Someone should make Dave, or Volfied. Spent way too much time
       | playing those back in the day.
        
       | cronix wrote:
       | IIRC, PoP was revolutionary in the way the character moved. It
       | was fluid and natural. A big step up from a blocky character just
       | moving around with no motion. I remember being mesmerized as a
       | kid in Jr High on the C64 when it came out and it was unlike any
       | game before, at least that I recall. Jumpman[1] was similar in
       | that respect, but less detail since the character was a lot
       | smaller.
       | 
       | [1] https://www.youtube.com/watch?v=ut3LFdJS_lk
        
       | Geee wrote:
       | Fighting is really difficult (on level 5). I'm wondering if it's
       | supposed to be this way or not. I don't remember how it was in
       | the original.
        
         | karussell wrote:
         | Key Up is your friend
        
       | 867-5309 wrote:
       | there was a similar game to purchase on the old pre-WiFi Sony
       | Ericsson phones where the marketplace and checkout system was
       | squashed into ~240x160px
        
       | sagia wrote:
       | Quite impressive, it's amazing how embedded that "stop" animation
       | the character does when he runs in my memory, used to play this
       | quite a bit when i was small
        
         | arn wrote:
         | you might enjoy this
         | https://www.youtube.com/watch?v=wKgLfqOVHco
        
           | ximeng wrote:
           | https://m.youtube.com/watch?v=ZW_eExHpTZI
           | 
           | There is a link in the description of the video you shared to
           | an extended version showing more how the animations were
           | created from videos.
        
           | 1_player wrote:
           | This is fantastic, thanks for linking it! Yes like GP I
           | haven't played this game in more than 2 decades but the
           | movements are still etched into my memory, and how brutal the
           | difficulty is.
           | 
           | I used to love two games at the time, this and Zak McKraken
           | and the Alien Mindbenders. I managed to played the latter to
           | completion in my teenage years, but I never finished
           | PRINCE.EXE, perhaps it's time...
        
       | kristianpaul wrote:
       | Good memories
        
       | [deleted]
        
       | shmerl wrote:
       | You can also check:
       | 
       | * https://archive.org/details/msdos_Prince_of_Persia_1990
       | 
       | * https://archive.org/details/msdos_4D_Prince_of_Persia_1994
       | 
       | * https://archive.org/details/msdos_Prince_of_Persia_2_-_The_S...
        
       | NithurM wrote:
       | You made my day
        
       | snihalani wrote:
       | If anyone's taking requests: Dangerous Dave/Road rash pls
        
         | wruza wrote:
         | And if it's automated, all dos games, please!
        
           | bzzzt wrote:
           | Something like
           | https://archive.org/details/softwarelibrary_msdos_games ?
        
       | Daniel_sk wrote:
       | I think the spikes behave a bit differently than original, but I
       | haven't compared. You can't run through them because they will
       | activate and kill you, but you can slow walk safely. But in this
       | implementation I slowed walked right on top of them (they
       | activated but didn't kill me - that's correct) and then I started
       | to run and I was killed instantly.
        
         | magicalhippo wrote:
         | You have to be well clear of the spikes to run, I recall quite
         | the number of starting again back in the day due to this, as I
         | was impatient.
        
       | krisgenre wrote:
       | It must be at least 20+ years since I played this game and yet
       | can remember the controls correctly (up + side arrows to jump)
       | even though I haven't used this combination in any other game
       | since.
        
         | appel wrote:
         | Muscle memory is a hell of a drug.
        
       | norswap wrote:
       | Is this playable without a num pad?
        
       | pedro2 wrote:
       | Serious question: is the game beatable in 60 mins?
        
         | Sammi wrote:
         | Yes.
         | 
         | Source: https://www.youtube.com/watch?v=6dOhUCvqV7o
        
       | jclevy wrote:
       | Great job! It's amazing to be able to feel again the sensations I
       | had 30 years ago while developing the Atari version of this game.
       | Thanks again!
        
         | aidenn0 wrote:
         | Oh, Atari ST; I assume that's where the graphics for the JS
         | edition are from? It looks far to good to be the Apple
         | version...
         | 
         | [edit]
         | 
         | Looks like there were many ports with similar looking graphics:
         | https://www.mobygames.com/game/apple2/prince-of-persia/scree...
        
         | _eLRIC wrote:
         | Then, thanks a lot. I spent countless hours on this very
         | version !
        
           | jclevy wrote:
           | You are very welcome! From time to time I meet people that
           | played that PoP Atari version and each time it is
           | heartwarming. Thanks.
        
         | NikolaNovak wrote:
         | Was that version ever released? We're you at Broderbund at the
         | time? :-)
        
           | Fuzzwah wrote:
           | Could be the Atari ST version
           | https://www.mobygames.com/game/atari-st/prince-of-persia
        
             | jclevy wrote:
             | Yes it is this one!
        
               | dreadnaut wrote:
               | Did you, by any chance, work on "Stunts" at Broderbund
               | too? There's a reverse engineering effort around
               | http://forum.stunts.hu/ that would dream to have a
               | glimpse of the source code :)
        
               | jclevy wrote:
               | I'm really sorry, I did not work on "Stunts". I was also
               | developing at that time a Formula 1 game, that was
               | finally not released.
               | 
               | With Broderbund I worked on:
               | 
               | - Showoff (https://www.whatisthe2gs.apple2.org.za/show-
               | off-/), a kind of PowerPoint software
               | 
               | - Downhill Challenge (port from Atari to Apple II GS -
               | https://www.youtube.com/watch?v=6V5JZGHox7I)
               | 
               | - Prince of Persia (port from Apple II to Atari ST)
        
               | dreadnaut wrote:
               | No problem, thank you!
        
               | anentropic wrote:
               | Thank you, I enjoyed playing the Atari ST version of PoP
               | many years ago, I remember it as one of the best games of
               | the time!
        
               | jclevy wrote:
               | You are very welcome! I thank Jordan Mechner for creating
               | this game and the Broderbund team for letting me be part
               | of this extraordinary adventure...
        
           | jclevy wrote:
           | Yes of course it was released ;-)
           | https://www.youtube.com/watch?v=aIscoVqTwpY And yes, I was
           | working with Broderbund (from Paris) at that time, it was a
           | great time! Translating 6502 Apple II code to Atari 1040ST
           | 68000 code was funny...
        
             | lucasverra wrote:
             | Is still Paris a great place to develop games? I heard that
             | the studio responsible for Netflix's 'Arcane' AKA 'League
             | of Legends' TV series are in Paris [1]
             | 
             | [1] Fortiche Productions, a small Paris-based studio who
             | specializes in creating animated projects with a unique
             | blend of 2D and 3D art. src
             | https://www.techradar.com/news/inside-arcane-netflixs-
             | animat...
        
               | jclevy wrote:
               | Yes Paris is still a great place to develop video games
               | (even if I'm not anymore in this field).
               | 
               | Here is a link to interesting and creative French game
               | people and projects (it is in French, so here is a Google
               | translated version: https://gamingcampus-
               | fr.translate.goog/tomorrow-lab/gaming-i...)
               | 
               | Outside of Paris are also great teams like the Asobo
               | teams in south west of France who developed Microsoft
               | Flight Simulator 2020...
        
             | NikolaNovak wrote:
             | Interesting... Care to share what was overall approach? I.
             | E. More bottom up in literally translating instructions and
             | assuming it will lead to same results if translated
             | accurately enough ; or top down looking to code specific
             | results / behaviour and using original code more as a
             | reference... Or some other approach :)
        
               | jclevy wrote:
               | Um, that was really a long time ago...
               | 
               | As I can remember, my approach was the first one: "bottom
               | up in literally translating instructions and assuming it
               | will lead to same results if translated accurately
               | enough". That was not to difficult to achieve.
               | 
               | The funny thing was that Jordan Mechner used every bit of
               | available memory in the Apple II computer, so I had to be
               | very careful ;-)
               | 
               | Then the hard part: create the input and output codes
               | that were totally different on the two computers, then
               | the code for sounds and music also totally specific and
               | then I wanted to have better graphics. So I ended up by
               | creating a sprite editor, in assembly language, for my
               | graphic artist colleague so that we can recreate all
               | graphic assets and put color in it...
        
       | hrithwikbha wrote:
       | I can finally pass levels by just changing the url query
        
         | shmde wrote:
         | Was just going to comment this, can even increase the health
         | bar now :)
        
       | kazinator wrote:
       | Prince of Persia is very reminiscent of Aztec:
       | 
       | https://en.wikipedia.org/wiki/Aztec_(video_game)
       | 
       | The basic idea is the same in Aztec: you control a character that
       | descends into a multi-level tomb. Like in PoP, there isn't any
       | sideways scrolling. You step from screen to screen sideways, or
       | fall through traps or go down stairs and such.
        
       | max_ wrote:
       | So much nostalgia! Thanks!
        
       | aledalgrande wrote:
       | extremely well done, even the same quirks when jumping up and not
       | directly under the edge!
        
       | dirkk0 wrote:
       | This seems to be the corresponding repo?
       | https://github.com/ultrabolido/PrinceJS
        
         | dasefx wrote:
         | I think is this one https://github.com/oklemenz/PrinceJS
        
       | amznbyebyebye wrote:
       | What a nice Christmas gift! Takes me down memory lane.
        
       | ncfausti wrote:
       | Can you add action buttons? The directional buttons were easy
       | enough to infer, but not sure what other types of input are
       | possible. (I'm on mobile)
        
         | BtM909 wrote:
         | Check out this overview:
         | https://github.com/oklemenz/PrinceJS/raw/master/assets/web/m...
        
         | tda wrote:
         | I managed to get halfway through level 2 on my phone. I think
         | the screen is a 3x3 button grid. Center is 'action' for swords
         | and potions.
        
         | lokedhs wrote:
         | I'm not on mobile and I also cannot figure out where the action
         | button is. One can get as far as finding the sword, but I have
         | to idea how to pick it up.
        
           | dhr wrote:
           | Seems like the controls are the same as the original!
           | 
           | Use the Shift key to pick up the sword. And I think Space to
           | attack and the Up cursor key to block when you get to the
           | swordsman.
        
         | cheschire wrote:
         | Tap on the screen at diagonals. It's location context aware.
        
         | [deleted]
        
         | blondin wrote:
         | i just tried it on mobile and i am very impressed.
         | 
         | the movement controls are very intuitive. they don't hit
         | accurately but they work in an intuitive way. i tapped the four
         | directions and four quadrants of the play screen. and the
         | character responded as i expected.
         | 
         | i am with you though. i have no idea how i will use the sword
         | when i get it.
        
           | wruza wrote:
           | How do you walk forward slowly? Tapping bottom edges does
           | "run" action for me.
           | 
           | Edit: figured it out, tap on the center and swipe to the
           | left/right to walk.
        
           | unityByFreedom wrote:
           | Slash sword is the middle tap. Took me awhile to figure that
           | out but makes sense now that I know since you can't slash
           | backwards.
        
             | surajs wrote:
        
           | justinclift wrote:
           | Interesting. Only the four direction buttons work for me,
           | regardless of num lock setting. eg 2, 4, 6, 8. None of the
           | corner buttons nor middle button have any kind of effect.
           | 
           | This is when using Firefox on Linux, and using a standard
           | 101-key external keyboard.
        
       | aenis wrote:
       | Oh this is soo good!
       | 
       | Now, would someone kindly reimplement the Railroad Tycoon? Pretty
       | please?...
        
         | eliaspro wrote:
         | You might like this one: https://www.openttd.org/
        
         | drran wrote:
         | > Railroad Tycoon
         | 
         | Transport Fever?
        
       | mikeytown2 wrote:
       | Incredibly hard to play on a phone. The fact that swipes on a
       | screen actually does something is impressive nonetheless.
        
       | riskneutral wrote:
       | This is awesome, takes me back to my childhood. Thanks for making
       | this!
        
       | flanbiscuit wrote:
       | I was fully expecting this to be an emscripten to Web Assembly
       | port but was delighted to see that this is built with Phaser[1]
       | from scratch! Great job! Feels just like it did when I originally
       | played it.
       | 
       | 1 - https://phaser.io/
        
       | hasitseth wrote:
       | Wonderful programming and the game too. Great effort. Kudos.
        
       | arepublicadoceu wrote:
       | Oh my god, I was just happy with myself for beating Sekiro a few
       | hours ago and now I'm having my ass kicked by a 30 years old
       | game. Great job!
        
       | dgerges wrote:
       | Thank you ! I loved this game, sensations are exactly the same.
        
       | benstrumental wrote:
       | Does anyone know how the game was implemented in JavaScript?
        
         | aix1 wrote:
         | Here's the source code: https://github.com/oklemenz/PrinceJS
        
       | luckydata wrote:
       | the difficulty is maddening just as I remember it :)
        
       | edgarvm wrote:
       | there is a bug in level 1, I lifted the sword but it still
       | appeared on the ground.
        
       | martinsuchan wrote:
       | Is it just me or the Space key for jump is not working?
        
         | shmde wrote:
         | UP arrow for jump.
        
       | heroku wrote:
       | Nice work. How did you generate the assets?
        
       | bgitarts wrote:
       | Is this open source?
        
       | screed wrote:
       | Volume buttons please.
        
         | bhrgunatha wrote:
         | This is a constant gripe for me. If you're going to play audio
         | on your website, you really should provide a volume control.
        
           | comboy wrote:
           | Why? You have global volume control, music players have it.
           | To me it's the same as asking every website for brightness
           | adjustment bar or font size control.
        
             | pier25 wrote:
             | I've been working on an audio player for my current project
             | and debated whether to include a volume control or not.
             | This led me to realize how different the experience is
             | depending on the OS.
             | 
             | On macOS and mobile, the vast majority of users are used to
             | controlling the volume with hardware buttons. There are
             | many media players that do not include a volume control
             | precisely because of this (eg: Apple's podcast player for
             | the web).
             | 
             | On Windows and Linux, users do not always have hardware
             | volume controls so the majority of users are accustomed to
             | doing that in the media players themselves.
        
             | ikiris wrote:
             | Because we don't want to have to readjust everything else
             | around your special snowflake site?
        
               | prmoustache wrote:
               | Hmmm, pulseaudio volume control allow me to change the
               | volume and device used for every single source (app,
               | firefox tab...) I am running.
        
               | comboy wrote:
               | I mean it sincerely. Are you listening to something else
               | while using a website with sound? I usually just pause
               | the music.
               | 
               | If it's some music/podcast isn't it more handy to have a
               | known volume knob on that instead of finding one on every
               | website?
               | 
               | I don't care about the right opinion. I'm just curious
               | about scenarios where lack of volume control is a
               | problem.
        
               | Beldin wrote:
               | Hear, hear.
               | 
               | I know where my computer's volume controls are - and if I
               | have a keyboard with volume controls, that's what they
               | work on. I almost never want to touch a specific app's or
               | website's volume control... unless its volume is way too
               | soft even at max system volume.
               | 
               | Basically, I don't need a gazillion interfaces. One
               | suffices. Just don't go out of your way to make that
               | generic, system-wide interface insufficient for your app
               | and it'll be fine.
        
               | FartyMcFarter wrote:
               | I think you answered your own question. Not everyone
               | needs just a single audio-playing app at the same time.
               | 
               | Audio is also things like warning sounds, it isn't just
               | music and games.
        
               | ikiris wrote:
               | Yes, discord and twitch stream at minimum.
        
               | lottin wrote:
               | Suppose you use different apps that output sound. I use
               | audacious, Firefox (Youtube) and mplayer on a regular
               | basis. All these have their own volumes adjusted at
               | different levels. Having a single volume isn't good
               | enough. One app would be too loud and another too quiet.
               | Plus I'm used to being able to change the volume on one
               | app without affecting the others. Not having this control
               | would be annoying.
        
         | djmips wrote:
         | Why isn't this built into the browser? Volume per tab or
         | something.
        
           | aspaviento wrote:
           | You can mute a tab. That's something.
        
           | Procedural wrote:
           | Gotta wait for web 4.0 for that
        
           | pmarreck wrote:
           | On Linux at least, it is
        
       | jonnycomputer wrote:
       | Never played the original.
       | 
       | Are there any controls besides the arrow keys? None of the other
       | keys I pressed seemed to do anything.
        
         | Geee wrote:
         | Shift for walking, hanging, picking up, fighting...
        
           | jonnycomputer wrote:
           | Thanks.
        
       | tdrdt wrote:
       | Ow wow! I remember that the sounds were so real after I purchased
       | a sound card!
       | 
       | I am still amazed by the animations. They are still looking very
       | good. Great game.
        
       | nope96 wrote:
       | This was also ported to Roku, and is the best game I've played on
       | Roku
       | 
       | (remember when Roku was going to be a Wii competitor, with the
       | fancy motion remote?)
       | 
       | https://github.com/lvcabral/Prince-of-Persia-Roku
       | 
       | It has a 9 screen (3x3) mode that is pretty cool to see on a big
       | TV.
        
         | pmarreck wrote:
         | I had no idea Roku had games (!!)
        
       | lisperforlife wrote:
       | This is awesome. Brings back so many memories as a kid. Thank
       | you. This is built with phaser. I am not very good at this game
       | but if you need to recover life mid game, you can use this.
       | 
       | Phaser.GAMES[0].state.getCurrentState().ui.player.addLife()
       | 
       | Is this open source?
        
         | ariedro wrote:
         | Love that the cheats are just program statements that can be
         | understood, instead of some obscure rom or memory hacking. This
         | is how software always should have been like.
        
           | VMtest wrote:
           | this really depends on the developer though....
        
           | pmarreck wrote:
           | One of the most valuable lessons I learned early on from
           | hacking the binaries of savegames is that if you make it too
           | easy, it stops being fun.
           | 
           | And yet, I still sometimes go to places like flingtrainer.com
           | when a game "feels too hard" for me (and therefore is also
           | not fun... the recently-released 2021 "Dark Alliance" is one
           | example)
           | 
           | I think editing game state should be "difficult, but not
           | impossible". The thing is, if it's "difficult", then someone
           | somewhere's just going to make a free save editor...
           | 
           | "Fun" is a delicate balance in these things and probably
           | varies by person. For example, I CANNOT STAND inventory
           | management in games (it's not immersive, it's WORK!) so
           | Skyrim became 100% more fun once I figured out how to console
           | up my carryweight (and installed a mod to make the inventory
           | UI searchable/sortable by type). To me, all this did is
           | prevent me having to spend time traveling in-game back to a
           | home stash to retrieve some odd thing and then traveling all
           | the way back... that's literally "work, inside a game" to me,
           | and takes away time better spent exploring, questing,
           | fighting etc. Similarly, I have no idea why Blizzard limits
           | Diablo 2 stash size (I mean... the extra database cost has to
           | be practically... negligible for them?) because all it does
           | is cause lots of login/logout churn for them as people switch
           | off to mule characters to hold all their set
           | items/uniques/runes/etc.
        
         | sprkwd wrote:
         | It's probably this: https://phaser.io/
         | 
         | Which is open source.
        
         | mzs wrote:
         | https://github.com/oklemenz/PrinceJS
        
       | lleb97a wrote:
       | I've gotten further in this version than any other I can
       | remember. Great work with the mobile controls.
        
       | computershit wrote:
       | I just spent the last five minutes playing this with a huge grin
       | on my face. Thanks for the quick trip down nostalgia lane.
        
       | FrankyHollywood wrote:
       | Awesome! Takes me back :)
       | 
       | My 8 yo son is playing it now, he knows all the modern consoles,
       | but this is challenging him. He is frustrated things are hard
       | from the beginning, jumps don't work right away and he stopped
       | after a few minutes. I remember my perseverance as a kid.
       | 
       | I was thinking about that lately, I see my kids don't have this
       | strong motivation as I had, not for anything. Everything works
       | for them and is layed out. For example, when I was young I had a
       | lego technic motor, but the wires sometimes got oxidatid or just
       | broke, and I had to fix it. My son has a new lego set, and the
       | motor always works, except when the wireless remote runs out of
       | battery. Same with gaming, it always works, while in the past
       | even getting a game to run could be a challenge on its own. And
       | when he gets stuck in a game he watches a YouTube. No hours of
       | frustration and endless searching and figuring for a solution.
       | 
       | I see my kids don't have much of these challenges, everything
       | works for them.
       | 
       | Don't know how this will affect them on the long run. Now it's
       | only my observation.
        
         | HeavyStorm wrote:
         | Teach him Factorio. It's not frustrating but you need to work
         | to get good layouts done.
        
         | j1elo wrote:
         | To be fair, as an old player of PoP back in the day, I still
         | think the jump controls were pretty shitty in that particular
         | game. Please jump when my optical nerves tells me the signal
         | that I want to jump and I convert that into a physical action.
         | Otherwise it feels like if I was playing a screen-captured game
         | on a faraway computer through WebRTC streaming.
        
           | novok wrote:
           | I think a key part of the puzzle of PoP was the precise
           | controls it asked from you. Also I get a feeling they assume
           | you read the manual, because there are a bunch of unintutive
           | controls it explains in there. When I was a kid playing it, I
           | didn't realize there was a manual: http://www.abandonia.com/f
           | iles/extras/26916_Extra%20document...
        
           | mattigames wrote:
           | I never felt the controls where shitty, it just felt like
           | jumping needed some foresight and that was part of the fun,
           | just like jumping in real life requires you to bend down your
           | knees first before actually getting some air; even in modern
           | games I get that feeling, like how in Dark Souls you have to
           | time the parry and pressing the button does not instantly
           | makes the shield teleport in front of the character.
        
         | paulluuk wrote:
         | > _I was thinking about that lately, I see my kids don 't have
         | this strong motivation as I had, not for anything._
         | 
         | > _Don 't know how this will affect them on the long run. Now
         | it's only my observation._
         | 
         | I realize that you're only talking about your own kids, but I
         | have a feeling that many people on here consider this to be
         | some kind of general rule for all kids, akin to the "back in my
         | day" rhetoric of the generations before us.
         | 
         | I think it's good to consider that your kids will likely live
         | in a world where this attitude is actually a very effective
         | one:
         | 
         | * Instead of spending days trying to solve some problem
         | yourself, download an app that solves it for you in minutes.
         | 
         | * Instead of coming up with a very well informed opinion about
         | everything relevant in today's politics, listen to trusted
         | others who have taken the time to form opinions on the matter.
         | 
         | * Instead of trying to "earn" that promotion by working 80 hour
         | weeks and "keeping your head down" at your office, apply for a
         | different job elsewhere that offers better pay and work/life
         | balance.
         | 
         | As most of us here are programmers, we all know the benefits of
         | greedy algorithms vs brute-force solutions. Yes, sometimes a
         | brute force solution can be very satisfying, but taking "smart"
         | shortcuts in life really does pay off, whether we like it or
         | not.
         | 
         | And before you tell me that I'm probably one of those
         | millenials who doesn't do anything and thinks everything will
         | just be handed to them: well.. yeah, that's kinda true. I've
         | never worked at a single job for more than a year, I've never
         | really put more effort into my education than what was strictly
         | needed to pass (and sometimes less), and now I'm a data
         | engineer at Apple.
        
           | inputvolch wrote:
           | I would hate to work with a person who subscribes to these
           | strategies. Someone who can't form their own opinion and
           | looks for the easy way out above all else.
           | 
           | Suddenly anyone in the future with the ability for critical
           | thinking and problem solving beyond "do they have an app for
           | that?" is going to inherit the Earth.
        
             | [deleted]
        
             | novok wrote:
             | You automate the solved, so you can focus on the unsolved.
             | The unspoken conclusion to that. It's how humanity
             | progresses.
             | 
             | We don't do our laundry manually anymore either for the
             | most part in the developed world, and we are fine!
             | 
             | Also if you talk to your parents, you'll find out you
             | probably had many instances of a lack of 'grit' in early
             | childhood, but you forgot.
        
             | [deleted]
        
           | ballenf wrote:
           | > * Instead of trying to "earn" that promotion by working 80
           | hour weeks and "keeping your head down" at your office, apply
           | for a different job elsewhere that offers better pay and
           | work/life balance.
           | 
           | I think the reason the "head down" strategy doesn't work so
           | well now is at least partially because it's still the
           | dominant approach. Some time after it becomes the exception,
           | it may become the path to success it once was.
        
           | pm90 wrote:
           | Thanks for saying this.
           | 
           | There is always a generational tendency to point out that the
           | next one has it easy or that they are weak because
           | $OBSERVATION. I would like more folks to counter that. I'm a
           | millennial but absolutely love how Gen Z is incredibly adept
           | at navigating the always online culture, calling bullshit on
           | dated traditions around work ethics and so on.
           | 
           | You can look at change and either pat yourself on the back
           | for being better for having overcome challenges they didn't
           | have to. Or you can see what other generations bring to the
           | table and work with that.
        
             | novok wrote:
             | There is a big part of gen Z that is about working hard and
             | grinding it out, but to grind it out on the right shit.
             | Grind smart and hard, not just hard!
        
         | disillusioned wrote:
         | Getting Over It with Bennett Foddy specifically calls this out.
         | It's brutally difficult from the jump, and his narration talks
         | about how videogames used to ask a lot of their user. They were
         | unforgiving challenges with no guarantee of obvious success. My
         | brain instantly flashed over to TMNT on the NES and just how
         | hard that and Battletoads were.
         | 
         | If you haven't played Getting Over It, it's a tremendous
         | meditation on failure, and Bennett's narrations as you struggle
         | are brilliant from a philosophical standpoint. He talks about
         | how the challenge and failure and difficult ARE the point for a
         | certain class of gamer and how that's the game he wanted to
         | build.
         | 
         | For another take, Super Hexagon provides that same "this is
         | impossible but I'm getting closer to possible and that feels
         | good."
        
           | novok wrote:
           | There are also a lot of games out there that are just bad and
           | difficult for the wrong time wasting reasons, and there is
           | also a ton of selection compared to back then. Kids are
           | probably showing rational behavior in picking the 'best'
           | experiences. Old NES games and such were hard either to get
           | more quarters out of you in an arcade and because they didn't
           | have much space to program games, so they made them hard to
           | increase the play time and 'satisfaction' feeling.
           | 
           | Also when I was a kid, early childhood I just couldn't really
           | play the harder games, late childhood I could play the hard
           | games. When they're just too hard you stop playing. Also
           | different kids have different strengths and they will
           | gravitate to games that play to their strengths. I have below
           | the mean reaction times so I just did bad in reaction time
           | platformers and eventually gravitated towards games that
           | weren't hard because of reaction times, like RPGs, strategy
           | games, installing linux on my computer and troubleshooting it
           | and what not.
           | 
           | There are also new 'hard' games out there that demand a lot
           | out of their players, and be careful if your kid gets
           | obsessed about them. Like many esports games.
        
           | skhr0680 wrote:
           | I think it's unfair to actual games to call Battletoads a
           | challenge. It's a trial and error puzzle with more in common
           | with kaizo rom hacks. Battletoads and Double Dragon,
           | basically the same thing but with a human-friendly difficulty
           | curve, almost feels like an apology from the developers.
        
           | aledalgrande wrote:
           | I remember another proof of that: MKIII. Second hardest level
           | made me swear so much I'm probably excommunicated in multiple
           | religions. I had to build muscle memory to even have a
           | chance, on my Sega Mega Drive II controller. And for the
           | Fatalities, the timespan and combination of keys (that you
           | had to discover yourself or find in some obscure gaming
           | zines) was so hard it was an achievement to do one.
        
         | wsc981 wrote:
         | _> My 8 yo son is playing it now, he knows all the modern
         | consoles, but this is challenging him. He is frustrated things
         | are hard from the beginning, jumps don 't work right away and
         | he stopped after a few minutes. I remember my perseverance as a
         | kid._
         | 
         | That's why it's your parental responsibility to start playing
         | games with your kid early, starting with the oldest consoles up
         | to modern times: https://medium.com/message/playing-with-my-
         | son-e5226ff0a7c3
        
           | markus_zhang wrote:
           | This is really good. In the meantime my Chinese parents who
           | believe video games are evil and whoever make them are moral
           | monsters will only agree that I try something similar for my
           | son over their dead bodies.
        
         | [deleted]
        
         | atomflunder wrote:
         | If you want to counteract this tendency, consider getting them
         | into (competitive) sports. Nothing will work right away, they
         | will have to ,,grind" (train/practice) a lot, failures are all
         | but certain; but hard work and perseverance get rewarded, and
         | the successes are all the sweeter. As a young guy who has had a
         | modern and easy childhood not unlike the one you describe, many
         | of my most cherished memories come from competing in a sport.
        
           | JackFr wrote:
           | Sports and musical instruments - if you can keep them
           | motivated/interested, the results of focused practice can't
           | be ignored.
           | 
           | To some extent I only realized this late in life myself. I
           | don't play a musical instrument, schoolwork through
           | undergraduate never required _really_ hard work and as an
           | athlete I was a lackluster football player who never really
           | put in the time to get better. But as an adult, computer
           | programming and crossword puzzles were things which I applied
           | myself to and was astonished to see how much better I could
           | get at them by putting in the time and effort. (That being
           | said I am an awful teacher - as an autodidact myself, I often
           | - unfairly - feel that others aren't putting enough effort
           | in.)
        
             | kazinator wrote:
             | > _results of focused practice can't be ignored_
             | 
             | Throngs of well-rehearsed, talented, yet ignored musicians
             | cannot agree. ;)
        
           | novok wrote:
           | In many ways esport games (MOBAs, some FPS, etc) have many of
           | the same mechanics!
        
           | 748 wrote:
           | I completely agree to some extent, however I want to add my
           | experience to make it more realistic, which is completely
           | off-topic. Not all competitive sports bring rewards even
           | after consistent efforts, which can be a bit demotivating. I
           | consider myself an example, however I don't have an overall
           | overview of things so your mileage may vary. While in school
           | I spent 5+ years doing consistent competitive sports 3 times
           | every week, which was extremely exhausting for me, I did not
           | like it but I was just doing it because I was told to do so,
           | I never won anything, I was always the "weird person that
           | doesn't belong here" even though I wasn't bad at it, I just
           | wasn't good enough to compete with people who've been doing
           | it since the age of 5 and doing it professionally. In the end
           | I am not motivated to do sports, I try to do them, but I
           | really see no reason to do sports since it changes literally
           | nothing in my life. Same experience with "studying" - I spent
           | all my free time in school studying pretty consistently and
           | not socializing at all, which kind of got me into a nice
           | college but in the end it didn't really "reward" me with
           | anything that I could properly enjoy besides of getting
           | disappointed in colleges. I don't know, maybe I'm out of
           | place here, but for me neither sports nor education developed
           | any "grind habit" and at this point I am in a relatively nice
           | situation, definitely better off than 95% of the people I
           | used to grow up with, but I have no happiness, I have no
           | goals in life, I get amazing opportunities that I
           | consistently don't take advantage of because I simply don't
           | want to because I know nothing will change for my happiness.
           | If my comment is out of place please delete it
        
         | conqrr wrote:
         | I recall being as a teenager hearing of Linux and distros on
         | the internet in the early 2000s and experimenting with
         | different ones. Not sure what motivated me, but everytime
         | things would break and I'd google and try fixing it myself so
         | that the rest of the family could use the same one computer.
         | Perhaps Linux can still function the same and help pose a
         | challenge to kids these days too.
        
         | _trampeltier wrote:
         | I had countless selfmade bootdisks to config DOS to play games.
         | Almost every game did need it's own bootdisk.
        
         | _zamorano_ wrote:
         | For older kids, I think bricolage and manual labor can bring
         | some of this attitudes you talk about.
         | 
         | The digital world is mostly done. Everything, from social
         | networks, to videogames is studied to avoid frustration, be
         | addictive, and generate a dopamine rush. When not, like
         | competitive gaming and so... the skill gap is too big and the
         | entrance barrier too high
         | 
         | Manual labor cannot be so easily simplified and automatized.
         | Yes, you need to perform a task and, if it's common enough,
         | you'll have a Youtube tutorial at one click reach. But that's
         | not so easy in the real world, because you'll eventually find
         | obstacles and unforeseen problems. Usually, the uploader is a
         | skilled guy for whom, some situations, are not even worth
         | mentioning, but will be a problem for a newbie.
         | 
         | Furthermore many basic manual task are not to be found in
         | Youtube, because they're too specific. Yes, you can find a
         | tutorial on how to hang something to a wall, but you need to
         | hang an object of an specific shape, between two walls corner,
         | where some other object is an obstacle.
         | 
         | In those cases, you're mostly on your own, but the task is
         | achievable
        
           | sergiotapia wrote:
           | This is a good related video:
           | https://www.youtube.com/watch?v=qP1AmDRhoas
        
         | 999900000999 wrote:
         | Then again, it's much easier to branch out and build your own
         | games now. .
         | 
         | I dislike Roblox since at that point you might as well open up
         | Unity and ship your own game. That's how I learned to program
         | in my early twenties, a bit later than most of y'all
        
         | RcouF1uZ4gsC wrote:
         | > I see my kids don't have much of these challenges, everything
         | works for them.
         | 
         | This is one of the reasons I recommend teaching kids C++ early.
         | 
         | Between build systems, ABI issues, compiler error messages, and
         | undefined behavior it really builds perseverance and a great
         | sense of accomplishment when your program compiles and runs
         | correctly.
         | 
         | I am not aware of any other production language that gives that
         | sense of accomplishment and requires that level of
         | perseverance.
        
           | thisistheend123 wrote:
           | This comment hits the nail on the part just between eyes.
           | 
           | There is an effort we can put in teaching our kids c++ and
           | even better if we can start them on leetcode at an early age
           | 
           | This will help them improve their problem solving ability and
           | they will also get frustrated when they are not able to solve
           | a hard graph problem.
           | 
           | But the hardest problem never is the problem itself, but the
           | inability to keep on going when the problem seems very hard.
           | 
           | When kids learn how to handle that and when all the kids in
           | the world know how to handle that, then surely we are looking
           | at a future generation that will help solve all the hard
           | problems that we are not able to solve like World Proverty,
           | income inequality and global warming.
        
         | marcodiego wrote:
         | My biggest problem with this: this effect does not affect only
         | children. I see students learning to program giving up at the
         | first syntax error; some don't even care about reading compiler
         | messages and trying to fix them.
         | 
         | The first successful code I wrote was the following:
         | 
         | 10 input a 20 input b 30 print a+b
         | 
         | I was around 12, without manual or online help and it was trial
         | and error for an entire weekend until I got this right. Very
         | few people I know today used to tech would have such
         | perseverance.
        
         | vegai_ wrote:
         | My teenager plays a game called Celeste (among other pretty
         | difficult games). I grew with 80s and 90s games and Celeste
         | looks like I would not bother (or possibly even be capable) to
         | learn it, but he did over several painful and repetitive hours.
         | 
         | So it could be that the children are both ok and broken in new
         | ways, like our generation was.
        
           | tjader wrote:
           | This is an important point. I don't think it's fair to assume
           | today's kids won't play Prince of Persia because they lack
           | perseverance or because the game is hard. It may just as well
           | be because the game is bad.
           | 
           | I played Prince of Persia as a kid, the game is amazing for
           | its time. But game design has evolved in these 30 years, and
           | it shows. When we were kids we didn't have better games to
           | play so we had to persevere with PoP.
           | 
           | Nowadays, if you want hard platforming you can play Super
           | Meat Boy or Celeste and fight with your ability to perform
           | the required movements, not with the clunky controls.
           | 
           | If you want to explore an unknown world you can play Hollow
           | Knight or Ori and enjoy a much larger and more developed
           | setting.
           | 
           | Neither of these games are easy, but they have much more well
           | crafted learning curves for example. PoP simply drops you in
           | a dungeon and you have to die there until you manage to get
           | the timing of the jumps, while Celeste has an "easy" first
           | level and constantly ramps up the difficulty.
        
           | machawinka wrote:
           | Well, I grew up in the 80s and I do like Celeste quite a bit.
        
           | mikepurvis wrote:
           | Celeste is a masterpiece. It's well worth the investment in
           | beating the base game, though I did quickly give up on the
           | significantly-more-difficult B- and C-side content.
           | 
           | If you're interested in understanding some of why Celeste is
           | so important to a lot of people but don't feel up for playing
           | it yourself, these two video essays are a great watch:
           | 
           | https://www.youtube.com/watch?v=0QRZyei6dBo
           | 
           | https://www.youtube.com/watch?v=eSxo9JnB1iI
        
           | sergiotapia wrote:
           | Celeste was a great game, difficult and with finally a well
           | written woman protagonist that is not tokenized. Deserves all
           | the praise it gets!
        
           | inputvolch wrote:
           | This doesn't counter anything the OP said. No one is claiming
           | the new generations aren't both ok and broken in new ways.
           | Pointing out that you have a teenager that plays a somewhat
           | difficult game doesn't add much to the discussion. Also, the
           | fact that you won't even try the game and yet have made a
           | judgement about how difficult it is says more about you than
           | anything else.
           | 
           | And in fact, I don't think anyone would be surprised if that
           | very same teenager looks up YouTube videos about how to beat
           | the most difficult parts, find all the secrets, and so on.
           | 
           | Even less like the hard old games, Celeste comes with an
           | assist mode:
           | 
           | > Assist Mode allows you to modify the game's rules to fit
           | your specific needs. This includes options such as slowing
           | the game speed, granting yourself invincibility or infinite
           | stamina, and skipping chapters entirely. Celeste is intended
           | to be a challenging and rewarding experience.
        
         | chrisseaton wrote:
         | Hmm I see the exact opposite. If I wanted to know how something
         | worked or how to build something I had to go to a physical
         | library and hope some dusty encyclopaedia had a minimal entry,
         | and if I needed supplies it would be a specialist catalogue.
         | 
         | If my daughter wants to know how something works she can find a
         | brilliant well-produced video on YouTube of an expert
         | explaining it, and she can easily buy tools and supplies from
         | anywhere in the world for esoteric hobbies.
         | 
         | From what I see the next generation are far more practical and
         | hands on and involved in constructive and creative hobbies than
         | mine was. When I see young people's resumes today they are
         | frighteningly practical and talented in advanced hobbies.
         | 
         | Sometimes I worry about how to keep up and compete with them!
        
       | krisgenre wrote:
       | Wow! this is too good except for the sound though which seems a
       | bit modern to me.
        
         | dissent wrote:
         | Sound is definitely the same as the Amiga version at least.
        
           | drorco wrote:
           | You're probably right. Though I played it originally on a 286
           | with a simple internal speaker and it sounded a lot more
           | basic.
        
           | rzzzt wrote:
           | Adlib/Sound Blaster gave you a similar experience, although I
           | also like the PC speaker version better.
        
       | fareesh wrote:
       | After you start you can edit the url and change your life bar.
       | More fun IMO
        
       | ajdoingnothing wrote:
       | If you haven't seen Jordan Mechner talking about the development
       | of Prince of Persia yet (definitely recommended):
       | https://www.youtube.com/watch?v=sw0VfmXKq54&ab_channel=ArsTe...
        
         | mtlynch wrote:
         | He published a book containing his journal entries from the
         | time as well:
         | 
         | https://jordanmechner.com/store/the-making-of-prince-of-pers...
         | 
         | My notes about it:
         | 
         | https://mtlynch.io/book-reports/making-of-prince-of-persia/
        
       | fareesh wrote:
       | After you start you can edit the url and give yourself more life
        
       | wilhil wrote:
       | It's accurate.... I suck at this as much as I suck at the
       | original.
        
         | ChrisMarshallNY wrote:
         | This was my thought, as well...
        
       | astronautjones wrote:
       | Finally, a thought is able to form from the depths of my mind -
       | the netflix noise is just straight up the falling noise from
       | prince of persia!
        
         | pmarreck wrote:
         | TIL there is a whole story behind the "ta-dum" sound (which is
         | also its name, btw) and that the core of it is a wedding ring
         | rapping on a cabinet:
         | 
         | https://www.news24.com/channel/tv/news/the-story-behind-the-...
        
       | Waterluvian wrote:
       | I don't know how I did it but I teleported to level 2 before even
       | leaving the first screen of level 1.
        
       | jstummbillig wrote:
       | The game's controls feel exactly as frustratingly washy as I
       | remember them. Amazing.
        
       | atum47 wrote:
       | Can you tell more about this project? Is this wasm?
        
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       (page generated 2021-12-28 23:01 UTC)