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Prince of Persia Baghdad CZ header

Cheat: prince.exe megahitReleased in: 2020
PoP version: Prince of Persia 1
Description: "Czech language, different leveles and little bit graphics. Tested on MS-DOS and DOSBox."
Tags: many-minutes, huge-levels, puzzles
Starting time: 200 minutes
By: JUWARE (Author)
Has altered: checkbox graphics checkbox audio
Custom levels: 13
Download: 0000268.zip
Use DOSBox to start its executable "prince.exe".
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DOSSDLPoPMININIM

enjoyment: stars
rated 5 by 3 people
difficulty: bar
rated 2.33 by 3 people
email service:
Email me about
new comments and replays.
comments: EN: Please leave a comment and rate it, especially if you from Czech or Slovak republic.
CZ: Prosím zanechte komentář a ohodnoťte, obzvláště pokud jste z České, nebo Slovenské republiky.
JUWARE (2021-12-14 04:43:47 UTC)

EN: And please report bugs.
CZ: A prosím nahlaste chyby.
JUWARE (2021-12-14 04:56:13 UTC)

Good graphic. I use it.
Youran Tumayel (2021-12-15 13:48:56 UTC)

Youran Tumayel in your personal mod?
JUWARE (2021-12-15 19:12:36 UTC)

This mod is being discussed at Princed, here:
https://forum.princed.org/viewtopic.php?f=73&t=4823
Positive feedback, it looks like.
norbert (2021-12-15 19:52:25 UTC)

norbert: Oh thanks. I was wondering if I should continue and create some new mod.
JUWARE (2021-12-16 04:27:55 UTC)

JUWARE: yes, in my personal mod.
Youran Tumayel (2021-12-16 14:33:52 UTC)

Youran Tumayel Okay, provided you mention me.
JUWARE (2021-12-16 17:53:10 UTC)

It's a well balanced mod, very addicting and likeable: good ;)
Dh73 (2022-04-27 20:41:35 UTC)

Dh73: Thank you very much.
JUWARE (2022-04-28 18:01:16 UTC)

Is there a way to get the potion in room 24 of level 3? I'm thinking some pixel-perfect jump executed in room 4 to get to that ledge in room 21?
Ropufu (2022-12-15 02:23:07 UTC)

Ropufu: Sorry for the late response. The answer is yes. You can jump in there and get out. So it is possible to fulfill it and get a big bottle. The jump is really pixel perfect.
JUWARE (2023-04-28 21:48:37 UTC)

Woo-hoo, I so happy it is possible. Will keep trying \o.o/
No worries about the delay. Been busy all this time anyways.
Ropufu (2023-06-23 21:56:36 UTC)

Ha, I got it!! Cool beans. Thank you thank you.
Ropufu (2023-06-23 22:13:23 UTC)

Ropufu: Congratulations!
JUWARE (2023-08-09 21:28:14 UTC)

Played just recently between the last couple days. I watched a bit of it in a few videos on YouTube and what I saw grabbed my attention. I decided to use SDLPoP this time for quicksaves since "huge-levels" and "puzzles".

This mod is great, I really enjoyed my time. While it is true that the levels are, in general, decently lengthy and involved, the overall difficulty and progression was gentler than I thought it'd be. In part, because in 200 minutes you naturally feel so much freedom to experiment and learn, for example 5-7 minutes per level was about the average for me. The mod isn't a walk in the park either -- even if no medium-to-difficult tricks/exploits are required to complete levels, you still get through several mini-puzzles, mostly combining gates and buttons, a few risky jumps and falls, spikes galore, and very healthy, high-skilled guards that can't always be avoided. Some lateral thinking and precise timing here and there, though even if your skill level is as basic as mine you shouldn't truly struggle anywhere. Most of my deaths happened in the first level trying to get my bearings, then I did relatively better more confidently.

Now onto miscellaneous commentary:

- I liked the new graphics a lot. I'm tempted to borrow those background wall details for my own entertainment one day, the palace windows and dungeon bricks look sick. I loved the details on the exit doors. The enhanced skeleton looked cool as well. Yeah, nice work.
- Speaking of the skelly, I was successfully fooled once in that final stretch in level 3. Hmm, maybe another idea I may steal someday...
- I noticed broken links in a couple levels, at least in 5 and 10. I'm usually not a fan of broken links, but here they were reserved for specific sections/challenges, which I liked.
- Lots of areas you never access, often with some activity going on (e.g. guard that locks himself in level 8), that exist to add depth and mystery to the levels (e.g. mirror over the room where shadow appears in level 12a). Always a fan of such things. Some levels have alternative routes, like level 9 which forks into two paths right at the start, and I know I missed a lot of level 6 because I went west in a straight line. Good for replay value.
- The yellow guard in level 8 is both dickish and clever. Incidentally I've done something like this recently.
- More life potions than you'll ever need. I maxed out in level 7 IIRC, since there was at least one obtainable in each level, sometimes two. That most of them involved their own side quest to obtain was the best part. I didn't find all, though my favorite was in level 5.
- I wasn't a fan of regular guards with like 10 HP or higher, fights could get tedious. I should know because I'm guilty of having done that in the past. I did appreciate the alternative path in level 10 to avoid a couple orange (presumably) skill 8 dudes. I admit I wasn't expecting to see phantom guards after the death of the Jaffar, but if I'm honest, seeing the imprisoned guards left me suspecting the unexpected...
- Something interesting about levels 1 and 12b is that, after you reach the top rooms and the exit door is opened, you're required to traverse the whole level a second time. In both levels you also take a big potion just before going for that second trip.

Overall, like I said, great stuff. I thought each level design was ripe of cool ideas, growing progressively more interesting to navigate. All skills accessibility but if you only played the original game, you may find the length of this one a bit daunting (or not, maybe I'm wrong).
Robert (2025-07-31 05:44:34 UTC)

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