Cheat: PRINCE.EXE megahitReleased in: 2018
PoP version: Prince of Persia 1
Description: "Of moderate to advanced difficulty. Some tricks in levels 1, 4, 5, 7, 8 and 9. Level 10 is even harder. Some levels can be finished in multiple ways."
Starting time: 100 minutes
By: Barre (Author)
Has altered: checkbox graphics checkbox audio
Custom levels: 13
Use DOSBox to start its executable "PRINCE.EXE".


enjoyment: stars
rated 4 by 1 person
difficulty: bar
rated 3 by 1 person
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comments: Author (Barre) please note that you are expected to fix 2 problems:
1 level-add 3 life, and eliminate the transition from 12 to 13 level, it does not work.

YURA (2018-10-30 06:54:49 UTC)

I've updated the mod to fix these two issues, using the info David posted on the Princed forum.
norbert (2018-12-08 19:25:44 UTC)

I played this throughout last week, using SDLPoP -for the first time- to take advantage of the quick save/load feature, which came quite in handy.

I enjoyed this a lot, more than I expected. It's a challenging and lengthy one, where it tests your speed, reaction time, visual memory, and correct performance of a host of special tricks - none that I'd deem of the more "obscure" or harder ones, but that will still demand some familiarity and practice nonetheless. The first level already sets the tone from the get-go, with a tricky drop that'll leave you on the verge of death for a while, and from there it rarely lets up. Loose tiles and gates play the major role in terms of intricacy: a lot of interesting scenarios and mechanics, like the first run in level 12b, which was one my favorites, or the life potion in level 1 where I trusted a guard to open the way out for me.

As the description says, many levels are designed to have multiple ways to reach the exit door, shorter or longer paths, easier or more convoluted, while others are more linear affairs. There is often an extra route to earn a life potion or two, like in level 1 or 7 if you want to delay the exit, or even in level 9 if you play your cards correctly. As a trope to boost replayability value, I'd say it's cleverly done here and there. Level 8 was definitely the most trial-and-error for me: I never met the mouse and the route I stuck to involved a feather fall potion and lots of testing unsafe drops, plus using a drop button to open the final door. I personally was satisfied with it, since good ol' non-linearity enabling risk-reward options, but yeah, those drop buttons can cause headaches heh.

Most levels are visually polished, nice looking, specially those in the dungeon environment, with careful attention to classic detail patterns. I always liked these custom graphics, specially the pillars, though I'll admit this time it was a little harder to distinguish pressure plates from normal tiles, not sure why. Palace levels on the other hand had missing background stripes almost everywhere. I think the author might have tried to draw dungeon-like patterns, which eventually didn't translate well in the levels. Not that it distracted me from enjoying the game!

A personal standout moment has to be in level 5, where I managed to snag the life potion right in front of the shadow, as he stood there looking befuddled lol.

Overall, this one deserves a replay someday, since it was heaps of fun. I can definitely recommend to those looking for to learn a trick or two, fans of intricate layouts, or if anything I said picks your interest. Don't be afraid to use quick saves here and there if you're gonna play in SDLPoP -- 100 minutes might seem daunting but trust me, the clock ticks fast when you don't know where to go!

P.S. level 10 must be converted to palace environment to play it without glitches, so make sure to fix that for yourself in some editor like apoplexy.
Robert (2022-11-30 22:25:08 UTC)

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